That's exactly Z-Fighting, both objects are at exact same depth in depth buffer.
A. Increase Depth buffer precision (from 16bit to 24bit)
B. Make sure you use your depth efficiently (e.g. if your objects are within 5 .. 5000 range then it is a waste to use 0.01 .. 5000 depth range)
C. in most complicated cases you might use 2 pass render with 2 depth ranges for distant and close objects separately.