When I export the default UV Sphere as GLTF model, it ends up having 1940 vertices. When I export the same model as OBJ, it has 482 vertices (the correct count).
Something not right with the blender GLTF exporter (version 2.83).
When I export the default UV Sphere as GLTF model, it ends up having 1940 vertices. When I export the same model as OBJ, it has 482 vertices (the correct count).
Something not right with the blender GLTF exporter (version 2.83).
Unlike OBJ, glTF is a runtime format — designed for rendering on a GPU without much processing. Conversion of Blender's vertices to GPU vertices is complicated, and not necessarily 1:1.
If you triangulate the mesh before export and disable most vertex-level data (UVs, Normals, Vertex Colors) in export settings, you have a better chance of having the same vertex count before/after:
With those settings, the UV Sphere will have the same vertex count (482) before and after export. With other settings, or other models, there's just going to be a chance your vertex counts will come out differently. That's not necessarily a bad thing — it avoids making the realtime viewers do this work later — but of course there may be cases where you want to bring the vertex count down. If you have general questions about this topic I would suggest starting a thread somewhere like https://blenderartists.org/.