                     executeSignals();
                 }
 			}
-			
-			if (antiAliasing > 0)
-			{
-				viewport.antiAliasing = antiAliasing;
-			}
 		}
 		
 		private static function cleanPickingMap(shader		: Shader,
 												context		: Context3DResource,
 												backBuffer	: RenderTarget) : void
 		{
+			context.configureBackBuffer(backBuffer.width, backBuffer.height, 0, true);
 			context.clear(0, 0, 0, 0);
 		}
 		

                                {
									if (!(_technique & PickingTechnique.PIXEL_PICKING))
									{
										trace(_lastMouseOver ?_lastMouseOver.name : "null", _currentMouseOver ? _currentMouseOver.name : "null", hits[0] ? hits[0].name : "null");
										_lastMouseOver = _currentMouseOver;
										_currentMouseOver = hits[0] as Mesh;
									}

			if (!_dispatchers[viewport])
				bindDefaultInputs(viewport);
			
			_previousAntiAliasing = viewport.antiAliasing;
			
			// toggle picking pass
			if (time - _lastPickingTime > 1000. / _pickingRate && _toDispatch != EVENT_NONE)
