- posX = itLon + itStepLon * j;
- posY = itLat + itStepLat * j;
+ posX = qMax<qreal>( 0.0, qMin<qreal>( tileWidth-1.0, itLon + itStepLon * j ) );
- posX = itLon + itStepLon * j;
- posY = itLat + itStepLat * j;
+ posX = qMax<qreal>( 0.0, qMin<qreal>( tileWidth-1.0, itLon + itStepLon * j ) );