Quote: "does that mean a new copy of that image is loaded each time it is used"
Yes, if you want to share an image among many sprites you have to load it using LoadImage and assign it to the sprites as normal.
Quote: "solves the problem.
But then we are back to the original problem, where edges of sprites are cut off by 1 pixel."
Sounds like a filtering issue, you want it to render as close to edge of the image as possible, but to not sample beyond the edge. SetImageMinFilter(ID,0) and SetImageMagFilter(ID,0) would do this but then it would not be cross platform as a different screen resolution would look blocky. The only way to get a pixel perfect result is to design the graphics for the screen resolution and turn off the min and mag filter as above.
You could also try keeping the wrap mode at 1, but play around with SetSpriteUVBorder to see if you can find a happy medium.
Quote: "Issues 307, 308, 309 on the code.google.com page."
Quote: "StartTextInput() will not accept initial value"
Fixed in 1076
Quote: "StartTextInput() still won't go into landscape mode."
Fixed in 1075, once the player is updated on the store, or you can compile a new player with eclipse and NDK.
Quote: "CreateEditBox() is broken in iOS. "StartTextInput" type field is created, in portrait mode, and the virtual keyboard comes up, also in portrait mode. This edit field is one line only, no multiline, and appears separately from the edit box."
The portrait issue fixed in 1075 although getting the new player onto an iOS device requires compiling it with XCode. Using the StartTextInput box is by design, as you may be editing an edit box that is under the keyboard. The multiline issue needs some work, but it's not a high priority right now.