photosgallery/viewframework/views/zoomview/src/glxzoomeventhandler.cpp
changeset 3 9a9c174934f5
parent 0 4e91876724a2
child 9 6b87b143d312
--- 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,