--- a/photosgallery/viewframework/views/zoomview/src/glxzoomeventhandler.cpp Mon Jan 18 20:19:20 2010 +0200
+++ b/photosgallery/viewframework/views/zoomview/src/glxzoomeventhandler.cpp Tue Jan 26 11:58:28 2010 +0200
@@ -972,13 +972,8 @@
TInt(center.iY)
);
- // A zoom ratio is calculated by multiplying the the new virtual size with 100 and dividing it with the original size.
- // this division using integers might cause truncation. The +1 is added to make sure that every such truncation
- // is pegged to the next higher integer than the next lower, thus ensuring that the zoom ratio in the zoom mode will always
- // be greater than that in the full screen mode.
- //
- // The only other solution is to introduce a real number for this calculation. But do we really need such a deep level of accuracy?
- iMinZoomRatio = iZoomRatio = aMinSliderRange + 1;
+ // Minimum and Maximum Zoom Ratio
+ iMinZoomRatio = iZoomRatio = aMinSliderRange;
iMaxZoomRatio = aMaxSliderRange ;
iMathsEngine.Initialize(center,