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How to extract vertex data from some LOD terrains?

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I have read Ambient Aperture Lighting already. It's so cool but I come up with my stupid problem. If I want to store the precomputed data per vertex, (Due to nature of large terrain data set) how can I get the unavailable vertices? Especially with the newest terrain rendering technique I know, Seamless Patches for GPU-Based Terrain Rendering. As I have read so far this technique will cache each LOD tile and stream it to graphic pipeline at the rendering state. Or I misunderstood something? Please help me. Thanks in advance.

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