I’m implementing a colour picker component as described in this seminal article.
As you can see, I’ve got the basics sorted:

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:

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?
Looking at the source code from that Microsoft example, I made the following change to the
UpdateDisplaymethod by adding a matrix and setting theRotateAtmethod.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.