A QTimer with 0 second time out only fires when the event loop gets the control. I suspect this is not the case. However, when you move the mouse, the event loop processes some events (again) and then delivers the pending timer event(s).
Maybe you need to invoke processEvents() in your update loop to make sure that the pending timer event from QTimer gets processed.
Considering that updateGL() calls glDraw() which calls paintGL(), you'd think the timer should be calling the same functionality as your mousemove event.
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