I am rendering many spheres using glutSolidSphere. There are lines at the boundary, which are not rendered in the correct color:

If I recall correctly, I did not have this problem with AMD cards, it is a new problem on nVidia.
Relevant opengl settings (not sure I got all of them, they are scattered through the code) are:
// set 2 lights, both having specular, ambient and diffuse components.
// and then:
glDisable(GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,1);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
glShadeModel(GL_SMOOTH);
glEnable(GL_RESCALE_NORMAL);
Do you still get the issue if you turn off GL_LINE_SMOOTH and GL_POLYGON_SMOOTH?
What’s you blending mode? And are you drawing the spheres from furthest->closest to get correct blending (not that you can guarantee that the triangles i the spheres will be rendered in the correct order).
I’d suggest ditching the polygon smoothing if this is the problem and and using FSAA.