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The answer you are referring to seems to be this one: glbuffer.bind(); unsigned char *dest = (unsigned char*)glbuffer.map(QGLBuffer::ReadWrite); // creates an openCV image but the pixel data is stored in an opengl buffer cv::Mat opencvImage(rows,cols,CV_TYPE,dest); .... do stuff .... glbuffer.unmap(); // pointer is no longer valid - so neither is openCV ...


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"Map is stored only on the server it's sent to the client in parts": Pros Client always has most up-to-date map Can keep map data hidden until the user has visited the area System already in place for pushing expanded or updated map data Cons Client has to always download map data even if it's un-changed and they've been there before Due to the ...


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The mistake that is often made is to write your own allocators so that you can have more control over how much memory is used by each system and have more visibility on what is going on. A much better way to achieve this is to use a memory profiler. There are plenty of memory profilers out there, my profiler MemPro being one example. This is a totally ...



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