The black borders may still appear on other devices.
If the ratio of the height to width on the device is different from the ratio of your app resolution, there is the potential for black borders.
The 3D stuff works because AppGameKit doesn't currently cull 3D stuff that should not be displayed based on the resolution set in the app. It is something similar to the technique described below.
I am avoiding the black borders by using the command SetScissor(0,0,0,0) and displaying a sprite that is larger than my target resolution. The sprite is centered in the app and set as the furthest back (highest depth value) and it fills the black bars on everything I've tested.
You can even use the black bar space. I set one of my displays (showing score stats) to use all available device space by adjusting my text field location and size.
Potentially, depending on your app, you can even use all the space in whatever your app does.
In my case that won't work because I have to build levels for the game play. In game play I have another animated sprite that is over sized and shows an out of limits sort of image so that the player knows if they are to avoid that space. And it is necessary to account for the black bar space because some of the fields don't have active borders to stop a player and they can bounce into the out of limits space. As long as the sprite is still within the limits of the actual device and you don't do anything in your code to 'catch' it when it goes out of limits, it will display and have physics act on it.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master