https://bugs.freedesktop.org/show_bug.cgi?id=71363

--- Comment #4 from Brian Paul <bri...@vmware.com> ---
I'm guessing it's a fragment Z interpolation issue.  Can you provide some info
about:
* does the test use GL_DEPTH_TEST?
* Any calls to glDepthRange()?
* What are the vertex Z values (zeros?)
* Using glPolygonOffset?

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