The use of them as platforms on 3D objects is a bit mindblowing since it's not ground on a bridge. Scratching my head there.
I'm sorry, I'm not very good at english.
Let's say your airport has taxiway linking to the runway over water, and it's an actual bridge, not terrain. You build the bridge 3D in your favourite modeling tool, and export it (collision disabled). But it's just a 3D object, you cannot taxi on top of it. The second step is create a non visual platform (ie a surface that aligns well with your bridge, and export it (look at the gamepack SDK how to). At this point, there is not a single ground polygon involved. When you import your scenery in the Sim and have a look, sometimes you notice the bridge surface where it merges with the terrain (on the shore) flickers (graphic artifacts : sometimes you see the mesh texture above the platform concrete or asphalt, sometimes the the other way around). That's where ground polygons may play a role :
- either you've already built ground polygons (for taxiways, tarmac, etc.) on your airport, and just extend them a bit to cover the areas with the issue
- or create small ground polygons rectangles at each end of the bridge
3D objects textures and ground polygons aren't rendered the same way by the FS rendering engine (or graphic rendering pipeline, I don't know, I'm no expert) That's why trying to use flat polygons directly exported from the modeling tool won't work as expected, they are rendered as objects/buildings by the Sim, not as ground. That's why you use MCX to convert them, or do it manually with the appropriate (text) source files and compiler.
And yes, if you slice your ground polygons every 100 meter, it will follow the Earth curvature in FSX/P3D (but not in FS9 - FS9 is "flat"). MCX does it for you on "flat" airports.
However, on very slopped airports with chaotic terrain around, you may not have an accurate enough mesh, and may try to overcome that limitation with 3D modeled terrain environment. I call the principle that way because not all the surrounding has to be ground polygon : only the areas where you aircraft may taxi or fly a few feet above ground has to be ground polys. Anyway, at some point, and in this very case of terrain reproduction, you'll have to use ground polygons, and slice them accordingly to optimize the polygons usage (triangles) next to hills, holes, rifts and boulders, and still have the slice each 100 meter on the "quite flat part" of your airport platform.