thats because i made the mistake of optimising it, and it really messed up the seams by moving verts around. either way im gonna need to do something to those edges to keep seams from forming. so i decided to stick with a strict exponential grid pattern across all lods. i also decided that adjacent tiles will be a max of 1 lod below your current tile. the highest lod will have about 64*64 grid with 2 triangles forming each grid square. the next lod will have a 32x32 grid and so on, all the way down to 1*1. tiles will fall off to lower lods in concentric circles. in this manor fewer than 50000 polygons will be displayed at any time (clipping and backface culling will eliminate many of those). when tiles are at the same lod it should be seamless, but when there is an lod difference, there will be places that dont lign up. best way to deal with that will probibly by adding an extra row of polygons that extend down to y0. these are all things i thought about when i thought about a terran generator.
lod propagation should probibly look something like this, imagine it more square. 0 being the top lod and 6 being the low lod. with this propagation and a 64*64*2 polygons at the max lod, you can have highly detailed terrain and the plycount will remain less that 50k.
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