sorry ... once again z-fighting

I know it’s been discussed over and over but …
The methods (zbuff bit depth, glDepthRange, glPolygonOffset) are not very well “suited” for my kind of problem. The problem is that i don’t know which poly is causing the problem so i can “mark” it and treat it in another way (the map is edited by somebody else). So, i need some general way to avoid z-fighting. I saw one method that involved the multiple drawing of the scene based on z range.

Keep the relative distance beween the near and far clip plane as small as possible. That is, push the near clip plane as far out as you can possibly accept.

A quick fix would be to uniform scale your modelview matrix - essentially shrinking your whole world, that way you lose some positional precision, but gain depth precision.