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

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

                // raycast
                if (_technique & PickingTechnique.RAYCASTING)
                {
                    var ray					: Ray       = null;
                    var hit					: Boolean   = false;
                    var minDistance			: Number	= Number.POSITIVE_INFINITY;				
					
					var currentMouseOver	: Mesh		= _currentMouseOver;
					
                    for (var targetId : uint = 0; targetId < numTargets && !hit; ++targetId)
                    {
                        var target  : ISceneNode    = getTarget(targetId);
