void reflection_animationApp::update()
{
    
	for( vector<Capture>::iterator cIt = m_capture.begin(); cIt != m_capture.end(); ++cIt ) {
		if( cIt->checkNewFrame() ) {
			m_surface = cIt->getSurface();
			//m_textures[cIt - m_capture.begin()] = gl::Texture( m_surface );
			
		}
	}
    
    
    // update master shape
    
    int tNow = getElapsedFrames();
    
    m_structure.update(&m_surface, tNow);
	
}