Problem with CCRenderTexture and image quality

Using Cocos2d (v 1.01) for iOS and Android, If I am displaying a sprite as is, I get it in good quality, but if I am using a CCRenderTexture, image quality is bad.
This happens only if I scale up the image.
See attached screenshot.

Here’s a code sample:

CCScene* pScene = CCDirector::sharedDirector()->getRunningScene();

CCSprite* origSprite = CCSprite::spriteWithFile("jigsaw/11.png");
origSprite->setPosition(CCPoint(250,250));
origSprite->setScale(1.3);
pScene->addChild(origSprite, 500);

CCSprite* imageSprite = CCSprite::spriteWithFile("jigsaw/11.png");
CCSize imageSize = imageSprite->boundingBox().size;
CCRenderTexture *rt = CCRenderTexture::renderTextureWithWidthAndHeight(imageSize.width, imageSize.height);
imageSprite->setPosition(ccp(imageSize.width/2, imageSize.height/2));
rt->begin();
imageSprite->visit();
rt->end();
CCSprite *newSprite = CCSprite::spriteWithTexture(rt->getSprite()->getTexture());
delete rt;
newSprite->setFlipY(true);
newSprite->setPosition(CCPoint(750,750));
newSprite->setScale(1.3);
pScene->addChild(newSprite, 500);


GSW7K.jpeg (121.9 KB)

Any suggestions?
I am lost here…

OK, found the answer.

Need to add:
newSprite->getTexture()->setAntiAliasTexParameters();