Ahh! It is actually a variant on the one I know, then. That makes sense! It should be; the simplest way to do it is probably to merge any vertices that have positions sufficiently close to identical (technically they should be truly identical but I don't necessarily trust Blender's export. 😛 ) You'll want to maintain the triangle information, though, in terms of the 'merged' vertices, and then probably use that to build some more geometric structure than just vertex/triangle lists — for instance, you'll want to be able to get all of the vertices adjacent to a given vertex, in either clockwise or counterclockwise order, relatively efficiently.