See the following image for a use case scenario:

At the moment, the skid marks are rendered using a transparent plane coplanar with the road mesh. This solution works quite well, but has obvious z-fighting issues. Infact, the skid marks aren't rendered onto the orange kerb because it has some thickness. A workaround is to apply some depth bias to the skid marks plane, but this could lead to other problems and/or it's hard to tune due to the procedural nature of the tracks in my game.
Now that OGRE supports it, the idea is to trasform the skid marks in a decal. But doing so, the skid marks would be splatted even over the car which is, of course, something I have to avoid.