Terrain and airport


here is my problem not strictly related to OpenGL. I developed a quadtree based terrain engine ( regular grid Chunked Lod ). Now i want to put on it some models like an airport’s runaway. It must follow seamlessy the terrain obviously. The runaway is very detailed with number and signals on asphalt modeled as polygon. Microsoft flight simulator seems it integrates the airport base with the terrain structure. I don’t want this because my terrain is a regular grid. How can i make it works avoiding z-fighting and make it match with terrain lod.

Thank you

Airports are on flat lands, so flatten the area where you put the airport.

You may want to tweak GL_POLYGON_OFFSET between rendering terrain and airport, to avoid zfighting.