Hello. I am having a problem with timing my frame rate for an animated sprite in my game. The sprite consists of 7 DirectX surfaces that I flip through to create the animation. The problem is that I want to pause between each frame, but let the rest of the programs main loop run at full speed. I was wondering if anyone could help me on this matter. I was thinking of using something like GetTickCount, but I can't seem to make just the frame rate pause without it slowing the entire loop. I would greatly apprciate any help, or a link to set me in the right direction.