Having followed the instructions of the tutorial https://www.youtube.com/watch?v=yc0b5GcYl3U (How To Unwrap A UV Sphere In Blender) I succeeded in generating a textured sphere within the blender program.
Now I want it in my openGL C++ program. To this end I followed the tutorial http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Load_OBJexported in order to save the sphere as an .obj file (using the triangulation export option as stated in said tutorial) and joyfully found a lot of 'v', 'vt', and 'f' lines within the result.
However, parsing the file I found 642 vertices (v), 561 'texture vertices' (vt)[, and 1216 elements lines (f) of the expected structure 'f a/at b/bt c/ct'].
What baffles me is this: My naive understanding of openGL tells me that each point on a textured object has a site in space (the vertex) and a site on the texture (the UV point). Hence I really would expect that the numbers of vs and vts matche. But they do not: 642!=561. How can that be?