private float MercX(float lon) { lon = (float)ExtensionClass.DegreeToRadian(lon); float a = (256 / (float)Math.PI) * (float)Math.Pow(2, Zoom); float b = lon + (float)Math.PI; return(a * b); }
private float MercY(float lat) { lat = (float)ExtensionClass.DegreeToRadian(lat); var a = (256 / (float)Math.PI) * (float)Math.Pow(2, Zoom); var b = (float)Math.Tan(Math.PI / 4 + lat / 2); var c = (float)Math.PI - (float)Math.Log(b); return(a * c); }