Using a Kinect sensor with a PC is still considered an experimental technology. While it has proven to perform consistently once connected, it has been known to start up inconsistently if it is connected out of sequence. This machine already has Kinect sensor drivers properly installed, so there will never be a need to update them. We’ve had the best luck getting the Kinect sensor to run consistently by following this sequence:
Be sure to restart your computer after installing the Kinect SDK from Microsoft. The path variables are not set until you restart.
The error you are having isn't specific to this block, but with the parameters. Try commenting out the params and see how it runs. Have you added any new parameters to params? Did you initialize all the values you are editing? Did you make sure you called addParam, addButton, and/or addText correctly (ie, don't call addText if you mean to add a parameter).c:\code\cinder_0.8.3_vc2010\src\anttweakbar\twopengl.cpp(240) : [CTwGraphOpenGL::BeginDraw] GL_ERROR=0x500
A college from my "solved" this by limiting the fps but looping through all the usersSo this actually picks out six skeletons on Kinect? Nice. Will definitely check this out.
I also see you only seem to use grey values. Might be helpful to include false colorsUser colors are enabled by default. The red channel represents the raw depth data, which blue and green are used to visually differentiate users. If the users are appearing in greyscale to you, try this:
BTW in new SDK you can add up to four Kinects working simultaneouslyActually, it's eight. :) Each device takes up 61% of a USB 2.0 controller, so you need a separate controller for each device. A fast machine with enough PCI slots can run eight devices like a champ.
You are correct, sir. I'm aware of this method but found it to be unusably slow. To accomplish this task, use the depth texture to displace a mesh or point cloud of the same pixel dimension (see PointCloudGpu sample). Set the texture coordinates for each vertex so that they go from [0,0] in the top left to [1,1] in the bottom right. Use the video texture to color each vertex.