Original Post
Hi, i've incorporated the dxmutmisc.sc from DirectX SDK to my program, so that i could use the high resolution timer (FrameworkTimer class) to time my sprite animation. in my code i used a float number animationRate to determine the frame rate: public void Run() { InitializeGraphics(); InitializeResources(); FrameworkTimer .QueryPerformanceFrequency (ref timerFrequency ); while (gameRunning) { Show(); Application.DoEvents(); FrameworkTimer.QueryPerformanceCounter(ref timeStart); Render(); FrameworkTimer.QueryPerformanceCounter(ref timeEnd); animationRate = ((float)timeEnd - (float)timeStart) /timerFrequency; } however, the result of animationRate is less than 0.02xxx on some computer while it is more than 0.07xxx on others. Now i got 2 questions. how do i use this animationRate to control my animation speed(changing sprite frames)since the number is so small? and how do i make the timer less CPU speed dependent, so that my program can run on different computers and still have the same effects. Thanks for any comments in advance.