I would change your code along the lines of:
Qt Code:
  1. #
  2. image = QImage( width, height, QImage::Format_Rgb32);
  3. unsigned char *buff = image.bits();
  4.  
  5. while(1)
  6. {
  7. memcpy(buff,(uchar*)deviceAccessTool.nextFrame(),/*size in bytes of the frame*/); //this should be faster then allocating each time a new image
  8. image = myprocessingcode(image); //if you want this to fit in 25hz, then you should take in consideration that grabbing and processing should not be longer then 40ms!
  9. myPixmap = myPixmap.fromImage(image);
  10. myLabel.setPixmap(myPixmap);
  11. window.repaint();
  12. }
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Also since I dont have much experiance with qt4, I would suggest to try (and can't say this IS better) the following:
instead of :
Qt Code:
  1. myPixmap = myPixmap.fromImage(image);
  2. myLabel.setPixmap(myPixmap);
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I would try to use the QPainter with a QImage as paint device (one of the new Qt4 fetures, it could be faster then setPixmap()):
Qt Code:
  1. //somewhere declared: QPainter painter(&myLabel);
  2. painter.drawImage(maLabel.rect(),image,image.rect());
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So put togeather it would look somthing like:
Qt Code:
  1. image = QImage( width, height, QImage::Format_Rgb32);
  2. unsigned char *buff = image.bits();
  3. QPainter painter(&myLabel);
  4.  
  5. while(1)
  6. {
  7. memcpy(buff,(uchar*)deviceAccessTool.nextFrame(),/*size in bytes of the frame*/);
  8. image = myprocessingcode(image); //if you want this to fit in 25hz, then you should take in consideration that grabbing and processing should not be longer then 40ms!
  9. painter.drawImage(maLabel.rect(),image,image.rect());
  10. }
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Please note, under Qt3 I can show you how to do a video stream in a crossplatform way, but under Qt4, this code is only a suggestion I think you shoud try, and take in consideration I didn't test it!
Since drawing in Qt4 is done only in a paint event, this all needs to be in a paint event...

Any comments from you Qt4 experts?