title: Moving object stutters using delta time to unify speed
body: <p>I have tried different machines, VSync on and off. </p>
  
  <p>I have provided my main method and display method. In the main look I calculate delta using GLFWs GetTime method.</p>
  
  <p>If I explicitly set deltaTime = 0.016 to lock the target speed, the triangle moves smoothly.</p>
  
  <pre><code>int main(int argc, char** argv)
  {
      /*
          INIT AND OTHER STUFF SNIPPED OUT
      */
  
      double currentFrame = glfwGetTime();
      double lastFrame = currentFrame;
      double deltaTime;
  
      double a=0;
      double speed = 0.6;
      //Main loop
      while(true)
      {
          a++;
  
          currentFrame = glfwGetTime();
          deltaTime = currentFrame - lastFrame;
          lastFrame = currentFrame;
  
          /** I know that delta time is around 0.016 at my framerate **/
          //deltaTime = 0.016;
  
          x = sin( a * deltaTime * speed ) * 0.8f;
          y = cos( a * deltaTime * speed ) * 0.8f;
  
          display();
  
          if(glfwGetKey(GLFW_KEY_ESC) || !glfwGetWindowParam(GLFW_OPENED))
              break;
      }
  
      glfwTerminate();
  
      return 0;
  }
  
  void display()
  {
      glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT);
  
      glUseProgram(playerProgram);
  
          glUniform3f(playerLocationUniform,x,y,z);
  
          glBindBuffer(GL_ARRAY_BUFFER, playerVertexBufferObject);
  
          glEnableVertexAttribArray(0);
              glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
              glDrawArrays(GL_TRIANGLES, 0, 3);
          glDisableVertexAttribArray(0);
  
      glUseProgram(0);
      glfwSwapBuffers();
  
  }
  </code></pre>