void CinderOpenNISkeleton::update() {	

	gCinderOpenNISkeleton->mContext.WaitAndUpdateAll();
	gCinderOpenNISkeleton->mDepthGenerator.GetMetaData(gCinderOpenNISkeleton->mDepthMD);
	gCinderOpenNISkeleton->mUserGenerator.GetUserPixels(0, gCinderOpenNISkeleton->mSceneMD);
	
	setDepthSurface();
}
void CinderOpenNISkeleton::update()
{
	int iteration = 0;

	while (!_stopRequested)
	{
		XnStatus nRetVal = XN_STATUS_OK;

		// nRetVal = skeleton->mContext.WaitOneUpdateAll( skeleton->mDepthGenerator );
		nRetVal = mContext.WaitAndUpdateAll();

		if( nRetVal != XN_STATUS_OK ) { // Update
			printf("WaitAndUpdateAll failed: %s\n", xnGetStatusString(nRetVal));
			continue;
		}
		if( !mUserGenerator ) { // User gen
			std::cout << "No user generator" << std::endl;
			return;
		}

		// Get depthgenerator
		nRetVal = mContext.FindExistingNode(XN_NODE_TYPE_DEPTH, mDepthGenerator);
		if( nRetVal != XN_STATUS_OK ) {
			printf("FindExistingNode failed: %s\n", xnGetStatusString(nRetVal));
			continue;
		}

		// Cannot retrieve FPS or depthGenerator
		if(!&xnFPS) {
			std::cout << "(Oneday) OpenNIThreadRunner Not ready!" << std::endl;
			continue;
		}

		// All clear - update
		maxUsers = 15;
		mUserGenerator.GetUsers(currentUsers, maxUsers);
		mDepthGenerator.GetMetaData( mDepthMD );
		mUserGenerator.GetUserPixels(0, mSceneMD);
		setDepthSurface();

		updateUsers();
		++iteration;
	}
}