CCTMXTiledMap setPosition() tiles not aligned?

NOTE: Sorry for the multiple posts, I’m currently looking for the delete button. :S

Hi all,

I am using CCTMXTiledMap to load a small tile map. I noticed that when doing a CCTMXTiledMap::setPosition(), sometimes the tiles do not align right.

Here is an example when doing seting the position to x-y coordinates <79,0>:

Here is the same example at x-y coordinates <78,0>

Tile map specs:
* Layers: 2 {“TextHello” (The one with the blue tiles)} {“Background” (ground looking tiles)}
* Tilemap size: 32 x 24 tiles
* Tiles size: 32 x 32 pixels

I am doing the bare minimum in code:

Header:

class GameWorldCanvas : public cocos2d::CCLayer
{
public:
    GameWorldCanvas(void);
    ~GameWorldCanvas(void);
    LAYER_NODE_FUNC(GameWorldCanvas)

    virtual bool init(void);
    virtual void ProcessKeyPress(int messageID, int wParam, int lParam);
    void Update( cocos2d::ccTime deltaTime );
    void AppendTileMap( const char* mapFile );

private:
    cocos2d::CCTMXTiledMap* canvasMap; 
    float curPos;
    bool isMoving;
};

Source:

GameWorldCanvas::GameWorldCanvas(void)
: curPos(79)
, isMoving(false)
{
}

GameWorldCanvas::~GameWorldCanvas(void)
{
    this->removeAllChildrenWithCleanup(true);
}

bool GameWorldCanvas::init(void)
{
    canvasMap = CCTMXTiledMap::tiledMapWithTMXFile("map.tmx");
    canvasMap->setPosition( (int)canvasMap->getPositionX() - (int)curPos, 0 );
    addChild(canvasMap);

    //For enabling keyboard input
    CCEGLView::sharedOpenGLView().setTargetCCLayer(this);

    schedule(schedule_selector(GameWorldCanvas::Update));

    return true;
}

The tile splitting seems to occur vertically on the same exact location when the vertical line is between 2 tiles.

I guess my question is… Is there some detail about tile maps that I am not aware of?
Here’s the tile map file just in case: http://www.sendspace.com/file/shda85