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

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

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