 				(color & 0xff) / 255.
 			);
 			
-			context.configureBackBuffer(backBuffer.width, backBuffer.height, _previousAntiAliasing, true);
-			context.clear(0, 0, 0, 0);
+			if (_disableAntiAliasing && backBuffer.antiAliasing != _previousAntiAliasing)
+			{
+				context.configureBackBuffer(backBuffer.width, backBuffer.height, _previousAntiAliasing, true);
+				context.clear(0, 0, 0, 0);
+			}
 			
 			SHADER.enabled = false;
 		}

		
		private var _pixelPickingIncrement	: uint;
		
        public function get pickingRate() : Number
        {
            return _pickingRate;

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