public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; /*Rezising the window*/ int Width = 400; int Hight = 600; graphics.PreferredBackBufferHeight = Hight; graphics.PreferredBackBufferWidth = Width; // The Kinect sensor will use 640x480 for both streams // To make your app handle multiple Kinects and other scenarios, // it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit this.chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution640x480Fps30); this.Services.AddService(typeof(KinectChooser), this.chooser); // Default size is the full viewport this.colorStream = new ColorStreamRenderer(this); // Calculate the minimized size and location this.depthStream = new DepthStreamRenderer(this); this.depthStream.Size = new Vector2(this.viewPortRectangle.Width / 4, this.viewPortRectangle.Height / 4); this.depthStream.Position = new Vector2(Width - this.depthStream.Size.X - 15, 85); // this.skeletonStream = new SkeletonStreamRenderer(this, this.depthStream.SkeletonToDepthMap); // Store the values so we can animate them later this.minSize = this.depthStream.Size; this.depthSmallPosition = this.depthStream.Position; this.colorSmallPosition = new Vector2(15, 85); this.Components.Add(this.chooser); this.previousKeyboard = Keyboard.GetState(); }