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Home/ Questions/Q 7412035
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Editorial Team
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Editorial Team
Asked: May 29, 20262026-05-29T06:28:45+00:00 2026-05-29T06:28:45+00:00

I’m implementing a colour picker component as described in this seminal article . As

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I’m implementing a colour picker component as described in this seminal article.

As you can see, I’ve got the basics sorted:

Working colour wheel

One of the requirements however, is the ability to have the colour wheel rotated by an arbitrary amount. Thinking this would be easy, I some arithmetic to the mouse location -> colour value code and the following code to the bit that actually paints the wheel:

newGraphics.TranslateTransform((float)this.Radius, (float)this.Radius);
newGraphics.RotateTransform((float)this.offset);
newGraphics.TranslateTransform((float)this.Radius * -1, (float)this.Radius * -1);

Unfortunately, rotating the bitmap like this actually produces this:

Broken colour wheel after rotation

Note the artefacts that appear either side of the centre.

Am I using the wrong approach? Or is there a way to get rid of these nasty rips?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-29T06:28:46+00:00Added an answer on May 29, 2026 at 6:28 am

    Looking at the source code from that Microsoft example, I made the following change to the UpdateDisplay method by adding a matrix and setting the RotateAt method.

    private void UpdateDisplay() {
      // Update the gradients, and place the 
      // pointers correctly based on colors and 
      // brightness.
    
      using (Brush selectedBrush = new SolidBrush(selectedColor)) {      
        using (Matrix m = new Matrix()) {
          m.RotateAt(35f, centerPoint);
          g.Transform = m;
          // Draw the saved color wheel image.
          g.DrawImage(colorImage, colorRectangle);
          g.ResetTransform();
        }
    
        // Draw the "selected color" rectangle.
        g.FillRectangle(selectedBrush, selectedColorRectangle);
    
        // Draw the "brightness" rectangle.
        DrawLinearGradient(fullColor);
        // Draw the two pointers.
        DrawColorPointer(colorPoint);
        DrawBrightnessPointer(brightnessPoint);
      }
    }
    

    It rotated the wheel 35 degrees (although the color selection was off now by, well, 35 degrees since I didn’t mess with all the code) and it didn’t produce any tearing.

    Not 100% sure this is the answer (but too long for a comment), so maybe this is helpful.

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