If animations are too fast, node->setAnimationSpeed() would do it, no matter the refresh frequency.
- animation are not the problem they work right as they are fps / time based anyways.
arras, This is sort of what I was trying to get at. But for my I'm dev'ing on a very slow system. And I dont see anyone try on a slow one. But it is possible, I can't rule it out. I agree with the approach you mentioned. Just, was not sure how to track a globe unit, or rather calculate it. I guess I could put some code in my update and get before and after times and some how get the unit i need.. I may give this a go. This is what I did to fix the animation call in the irrlicht code so that the animation speed could be changed on the fly. Thx for the idea..
Yes, that code will work. Just implement it the right way (which depend on your application). Somehow you have to make elapsedTime available in part of code which is responsible for your actions on nodes.