You're currently multiplying sinInc
and sinInc2
with delta, so what's framerate-independent is the... rotation speed?
You probably want to multiply the movement speeds ({x|y|z}Speed
), though it's hard to be sure.
You should start by moving the delta multiplication up to the common factor instead of pasting * delta
everywhere.
sinInc += (0.0015 * delta);
will make it clear that the sine increase will be framerate-independent, .0015 units per unit time.
As for movement, I suspect you're doing someXCoordinate[i] += xMove[i]
somewhere. If so, then that's the place to put delta:
obj.xPosition += (obj.xVelocity * delta);