 												context		: Context3DResource,
 												backBuffer	: RenderTarget) : void
 		{
-			if (_disableAntiAliasing && backBuffer.antiAliasing != 0)
+			if (_disableAntiAliasing)
 				context.configureBackBuffer(backBuffer.width, backBuffer.height, 0, true);
 			
 			context.clear(0, 0, 0, 0);

                            if (target is Mesh)
                            {
								var mesh : Mesh = target as Mesh;
                                if (mesh.cast(ray, Number.POSITIVE_INFINITY, _tag) > 0.)
                                {
									if (!(_technique & PickingTechnique.PIXEL_PICKING))
									{
										_lastMouseOver = _currentMouseOver;
										_currentMouseOver = mesh;
									}
                                    hit = true;

			{
				var mesh	: Mesh	= _pickingIdToMesh[pixelColor & 0xFFFFFF];
				
				_currentMouseOver = mesh && (mesh.tag & _tag) != 0 ? mesh : null;
			}
			else
				_currentMouseOver = null; // wrong antialiasing color or nothing got picked
