Fix for issue with tiledImages loading tiles at every level instead of just the best level: using && instead of || means the tiledImage's longest side is used for comparison instead of the shortest side.

This commit is contained in:
Larissa Smith 2015-09-14 16:57:50 -06:00
parent 3fd51d81d7
commit 418e21e9f4

View File

@ -332,7 +332,7 @@ $.TileSource.prototype = /** @lends OpenSeadragon.TileSource.prototype */{
Math.floor( rect.y / this.getTileHeight(i) ) Math.floor( rect.y / this.getTileHeight(i) )
); );
if( tiles.x + 1 >= tilesPerSide.x || tiles.y + 1 >= tilesPerSide.y ){ if( tiles.x + 1 >= tilesPerSide.x && tiles.y + 1 >= tilesPerSide.y ){
break; break;
} }
} }