Pierre-Henri LE FUR
Pierre-Henri LE FUR
Something like: ```cpp #include #include #include #include int main() { using SeriesIdContainer = std::vector; SeriesIdContainer seriesUIDs; auto nameGenerator = itk::GDCMSeriesFileNames ::New(); nameGenerator->SetUseSeriesDetails(true); nameGenerator->AddSeriesRestriction("0020|000d"); nameGenerator->SetGlobalWarningDisplay(false); nameGenerator->SetRecursive(false); nameGenerator->SetLoadSequences(false); namespace fs = std::filesystem;...
But maybe I did not use the API properly and there is no leak at all. I forgot to mention: I am using ITK 5.2.0 on a x86_64 debian bullseye...
> Could you reproduce leaks with Valgrind? When running my application with massif (valgrind heap analyzer) the allocated memory reaches a limit value for an unknown reason and never goes...
I confirm @pnguyen9 observations, the multiplayer game is more stable after the aforementioned manual dll copy/pasting but still end up desyncing. Many games are concerned by this desync issue: -...
I ran some profiling using callgrind on a `-Og` build on Caldera's Rim. Your suspicion regarding the rendering cost of the map features is the right one:  [callgrind.zip](https://github.com/MHeasell/rwe/files/3383870/callgrind.zip)
Would it be of any use to load game data from TDF files once then serialize them so the game would just have to deserialize them when starting? For triggering...
Hi @MHeasell, First of all, thank you for your fantastic work. Maybe conan.io may help further with creating reproducable build?
@BreizhHardware : `PROTON_FORCE_LARGE_ADDRESS_AWARE=1` is unrelated. Have a look at the previous link I posted (mandatory reading for the software engineering student that you apparently are): https://www.codeweavers.com/blog/rbernon/2022/9/12/ucrtcringedll-reverse-engineering-ucrtbasedll-for-pain-and-non-profit You may have a...