Original Post
I have a question about how D3D lights objects using the vertex normals. I read read that you must average each adjacent plane normal and that worked fine. But I have a question particular to quad-trees because usually I share vertexes between chunks. But now in order to split a chunk I must gather adjacent face normals to average the seam vertexes. Is it possible to create 2 verts at a seam for each chunk and only average face normals on its side to correct lighting? In this image the red is where there's 2 verts 
