There is no way to fix this as its a byproduct of the image scaling on different screen ( im assuming, as there can be different causes )
Easy way to fix is to load a low res version of the whole level and place it behind the tile map. Though this would only work for a background layer.
The other fix is to overlap each tile by 1px, so adding 4px to each tile.
This can also happen if you are using a spritesheet, happens in browsers with CSS spritsheets as well. The trick there is to add extra pixels of colour 1px around each tile then when opengl scales those colours are taken into account and not any transparent pixels. This is to do with how images are scaled and probably wont help in your case, but might.