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OpenGL Different count of vertices in 3ds file

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I want to display a 3ds file on my Android smartphone. Lately, I used the Engine jpct-ae but it seems to be impossible to create fast sprite animations. So I decided to write the required code to communicate with opengl by my own. In general, it works really good, but there is something I do not understand and did not found on the Internet:
Why is the count of vertices after I export it in a 3ds file much bigger than previously in Wings3D or Blender. In Wings3D for example, one object has24 vertices and when I load it in my app or in another 3d Modelviewer, there are 68 vertices. I did not use a soft function or something similar, so some different vertices have really the same coordinates.

When I want to calculate the vertex normals, I need the normals for all faces which are connected with a vertex normal. So, when there are multiple vertices which are all the same, I have to reduce all these to one and remap the facelist (Vertex 48 -> 14, 56 -> 16 etc. because it is the same) to get all faces connected with a vertex for correct vertex normals. It's possible to do this, but it increases the needed time for loading a Object.

So, is it possible to export a 3ds-file with only on vertex with the same coordinate or why is it so?

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