void updateSkeletonBuffersPreRecognize(Skeleton2DdataCoordEventArgs e)
 {
     //Note: skeleton points sometimes come in as NaN - check this
     if (!double.IsNaN(e.GetPoint(0).X))
     {
         //Only store one out of every IGNORE_FRAMES frames
         IGNORE_COUNTERS[e.index] = (IGNORE_COUNTERS[e.index] + 1) % IGNORE_FRAMES;
         if (IGNORE_COUNTERS[e.index] == 0)
         {
             //Store this current single skeleton info in the appropriate skeleton buffer
             skeleton_buffers[e.index].Add(e.GetCoords());
         }
     }
 }