it probably will because looking at it again it’s probably a safe assumption the Surface
returned by frame.getColorSurface();
is reused internally by the kinect library. I tried to weasel my way out of responsibility for that but can’t put a thing past you Paul.
@okinp once you’ve confirmed that the secondary thread is indeed what’s causing your textures to show up black, i suggest you have a look at some more robust multithreaded opengl code like the FlickrTestMultithreaded sample that comes with cinder for how to proceed from there.
A.