 				var color : uint = backBuffer.backgroundColor;
 				
 				context.clear(
+					(color >>> 24) / 255.,
 					((color >> 16) & 0xff) / 255.,
 					((color >> 8) & 0xff) / 255.,
-					(color & 0xff) / 255.,
-					((color >> 24) & 0xff) / 255.
+					(color & 0xff) / 255.
 				);
 			}
 			

				// create drawcall
				var drawCall		: DrawCall			= new DrawCall();
				
				if (passInstance.program != null)
					drawCall.configure(passInstance.program, mesh.geometry, meshBindings, sceneBindings);
				drawCalls[i] = drawCall;

			var sceneBindings	: DataBindings	= _scene.bindings;
			
			// iterate on meshEffect passes
			var drawCalls : Vector.<DrawCall>	= new <DrawCall>[];
			
			for (var i : uint = 0; i < numPasses; ++i)
			{
