
This component can execute an 'onprogress' procedure, which is executed whenever GLScene has finished rendering a scene. This is useful if you, for example, wanted to spin a cube at a constant rate. The onprogress handler includes the time difference (deltatime in seconds) between the last call to the onprogress handler so from this value it is possible to spin the cube at a contant rate, regardless of the changing frame rate:
  procedure TForm1.GLCadencer1Progress(Sender: TObject; const deltaTime,
    newTime: Double);
  begin
    { Will spin a cube 90 degrees every second }
    GLCube1.turn(90*deltatime);
  end;
Refer to the article cadencer for more information.
This is a more formal explanation:
This component allows auto-progression of animation.
Basicly dropping this component and linking it to your TGLScene will send
it real-time progression events (time will be measured in seconds) while
keeping the CPU 100% busy if possible (ie. if things change in your scene).
The progression time (the one you'll see in you progression events)
is calculated using (CurrentTime-OriginTime)*TimeMultiplier,
CurrentTime being either manually or automatically updated using
TimeReference (setting CurrentTime does NOT trigger progression).
Unit: GLCadencer
Descends from TComponent.
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