i uh, I couldn't wish that on my ex-girlfriends JUST KIDDING
seriously, i was thinking it was just some BackColors that were black ... but those sprites need to be drawn with a custom algorithm. it's been fixed in MainView already (the app was basically unusable in Mono with black rectangles all over) -- since I know how to do i'll rig it up fairly quickly,
EDIT
hopefully the
latest commit will take care of those black backgrounds
as you see it's fairly complicated, or at least nontrivial ...
If you want to see what the fix is at its core, have a look at
MapView.CuboidSprite -- functions with "Rembrandt" are regular .net draw routines, those with "Picasso" implement the transparency workaround. In short, pixels that are transparent aren't drawn; the binary data (byte arrays) of each sprite is iterated over, checking for non-zero/non-transparent color-ids
drawing to MainView has to scale each sprite, but the sprites in TileView and TopView are 1:1
I took the opportunity to consolidate redundant code in TopView's Quadrant panel also ...
i didn't test it thoroughly, so please check it (esp. in Mono w/ "UseMono" true),
and if by chance you want to see the full glory, so to speak, of the workaround have a look at
MainViewOverlay.OnPaint() -- but don't get confused by #LOCKBITS, since that's purely experimental, non-functional code