is This Correct? Camera , Never shows the part without tiles!

Heya guys!

[quote][13:00:43] André Lopes: /**
* [15:57:52] Robin S: you would want to do something like this: if the
* camera viewport’s left border goes under 0, move back on the x axis same
* for the bottom border, if it goes under 0 move up then you need to check
* for the top and right borders use Camera#unproject(Vector3) to get the
* coordinates of the window borders and check if they are greater than the
* map
*/
[/quote]
The question is… how can i reach the value :

 if ((camera.position.x/16) <= 25) {

25?

I know 16 is tile Width and tile height, so i dividided by that!
But what about when the level is different size? How can i reach that value?

   public static void main(String[] args) {

        // create the listener that will receive the application events
        ApplicationListener listener = new MainView();

        // define the window's title
        String title = "Archer 0.5.3 Alpha Version";

        // define the window's size
        width = 800;
        height = 600;

        // whether to use OpenGL ES 2.0
        boolean useOpenGLES2 = true;

        // create the game
        System.setProperty("user.name", "EnglishWords");
        LwjglApplication lwjglApplication = new LwjglApplication(listener, title, width, height, useOpenGLES2);
        Gdx.graphics.setVSync(true);

    }
 @Override
    public void render(float delta) {

    
            
...
            //Set Camera Position
            camera.position.set(player.getX(), player.getY(), 0f);
            camera.update();

            //Dont show Black Spots (tmx = 69x449)
            if ((camera.position.x/16) <= 25) {
                camera.position.x = 25 * 16;//
                System.out.println("camera.viewportWidth <= 0" + System.nanoTime());
                camera.update();
            }

            if ((camera.position.y / 16) <= 19) {
                camera.position.y = (19 * 16);
                camera.update();
            }

          ...
        

    }