Well... the problem seems has been solved.
Possibly something to do with the near Z plane being set too close to the camera?
First problem (it was circled) vanished after I moved near Z plane.
The second one appeared because triangle texture coords format a bit different than quad (order are c, a, b instead a, b, c, d for quad).
Now all looks much better
thanks
It may be the order in which you are drawing the vertices that's the problem. I believe in OGL you must draw the triangle's vertices in the correct order in order NOT to get a transparent triangle. That determines the surface normal (which is calculated after you do a glend() for the triangle), if the surface normal is pointing away from the POV it won't be a visable triangle. So it may make some triangles invisible. If you have quadrics in your data be CERTIAN you are drawing the right vertices AND they have the surface normal in the right direction for it to be visable.
Hmm... i haven't found normals info yet. I think the two offsets in header that points to the same block are the vertex and normals info. (In field and battle models sometimes they points to different block, but not in battle backgrount that I'm looking ^^'')