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