Well, TileImage fills the current viewport with a tiled image. As I understand it, the problem arises when you're using a viewport that is smaller than the display area, as the bounds of the viewport are ignored on some hardware.
If you're just filling the entire screen then you *might* be OK - anybody confirm this is correct (or not)?
However, just as a side-note, you may want to redesign your images so they can be split into 128x128 tiles, and draw it that way. A lot of hardware gets all funny over non-square, non-base 2 textures. Plus the way you've done it, is essentially four 1024x1024 textures which equates to 16MB or thereabouts of graphics memory, which is probably inefficient.
If you're just filling the entire screen then you *might* be OK - anybody confirm this is correct (or not)?
However, just as a side-note, you may want to redesign your images so they can be split into 128x128 tiles, and draw it that way. A lot of hardware gets all funny over non-square, non-base 2 textures. Plus the way you've done it, is essentially four 1024x1024 textures which equates to 16MB or thereabouts of graphics memory, which is probably inefficient.