It may not be relevant, but when we were developing Robot Underground, we experienced a similar problem on one particular machine (not sure of the specs off the top of my head). We eventually tracked it down to a driver issue, whereby 2d vertex data was being given fairly random z- values (I suspect from uninitialised memory), rather than zero as required by the OpenGL spec. This meant that quite often, the lines being drawn were on the wrong side of either the near or far clipping planes. Giving explicit z-values of zero solved the problem for us.
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