The problem was related to an invisible view/window needed for the iCade to let it work as a keyboard replacement. Before the fix, that window had a couple of visible rounded corners, and could be rotated by iOS erroneously under certain conditions, showing then its borders or corners on the top of the GLBasic's view.
I forced that Window to be totally invisible.
I also made some additional fixes to let iOS bottom/multitasking bar auto-rotate behind the GLBasic application... It's to say: You can rotate the device, press home twice, and see the bottom bar appearing in the correct position according your device orientation... it was always in portrait orientation before... Then, you only have to change your GLBasic's game orientation from within GLBasic's code by reading the accelerometers values... If you want...

Depending on the final Gernot's implementation in GLBasic 11, I could publish some code or a library (a simple ".a" file to include into your XCode project) to let GLBasic's programmers to control this orientation changes depending on the user iOS "lock" option or physical "lock" button state to avoid all orientation changes on the device... It's to say: If the user blocks the orientation in portrait or landscape you can block your orientation also to not rotate the screen of your GLBasic's game (only under iOS).
And yes, I have not an iCade device for testing, but it should continue working properly in the same way as now after these fixes
