Yep, that's what it was, in case anyone else wonders what my problem was, I added:
this->scene()->update(this->sceneRect());
at the bottom of the timerEvent, and it worked as expected.
Yep, that's what it was, in case anyone else wonders what my problem was, I added:
this->scene()->update(this->sceneRect());
at the bottom of the timerEvent, and it worked as expected.
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