I think Im just going to 'average' them, by sewing the points I have,
and ignoring the points I dont.
The LODS vertices-per-side is like so...
LOD_0=256(+1), LOD_1=128(+1), LOD_2=64(+1), LOD_3=32(+1)
So EVERY lod vertices line up with the higher lod vertices...
Like so.
LOD_0 = * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
LOD_1 = * * * * * * * * * * * * * * * * *
LOD_2 = * * * * * * * * *
LOD_3 = * * * * *
Also, the 'border' between lod_0 and lod_1 is 4,000 quants MINIMUM away from the camera,
so I think its unlikely to be noticable to the player.
If it ends up that is IS noticable, I'll think of some way of hiding it.
For example, when stitching low-poly to higher-poly, the low-poly's vertices
get their z-height "halved" so ALL its edge is below the 'horizon' created by the
high-poly terrain.
Like so...
Side View...
/ _ /--\___ ____ _____ /---
camera* ____/ \__/ \___/ / \___/ \_____
\ /
+------ high poly -------+ +------ low poly ----+
^^ left-most vertex dragged downward
[EDIT]Hehe, you came up with a new idea, WHILE I was typing up how Im ALREADY doing it...