I have a script that returns a heatmap based on a List of Color objects (they're RGB values derived from a Gradient component in a graphical "coding" software called Grasshopper), which looks like this:

Below is an excerpt of my C# heatmap-drawing method that returns a Bitmap.
private Bitmap DrawHeatmap(List<Color> colors, int U, int V){
colorHeatmapArray = new Color[colors.Count()];
for(int i = 0; i < colors.Count(); i++){
colorHeatmapArray[i] = colors[i];
}
// Create heatmap image.
Bitmap map = new Bitmap(U, V, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
int x = 0;
int y = 0;
for(int i = 0; i < colors.Count(); i++){
Color color = colorHeatmapArray[i];
map.SetPixel(x, y, color);
y++;
if (y >= map.Height){
y = 0;
x++;
}
if (x >= map.Width){
break;
}
}
return map;
}
The method I used to save the image is like this:
private void saveBMP(){
_heatmap.Save(Path); // Path is just a string declared somewhere
}
_heatmap is an instance variable, declared like this: private Bitmap _heatmap;, where I stored the Bitmap object, using the DrawHeatmap() method.
The way I displayed the image on the "canvas" of Grasshopper relies on some Grasshopper-specific method, specifically, this snippet
RectangleF rec = Component.Attributes.Bounds;
rec.X = rec.Right + 10;
rec.Height = Height;
rec.Width = Width;
canvas.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
canvas.Graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.Half;
canvas.Graphics.DrawImage(_heatmap, GH_Convert.ToRectangle(rec));
canvas.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
canvas.Graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.Default;
canvas.Graphics.DrawRectangle(Pens.Black, GH_Convert.ToRectangle(rec));
However, when I save the Bitmap object, the result I get is a slightly taller version of what I have on the canvas, which looks like this:

Doesn't look very pretty does it?
My question is - on calling the saveBMP() method, is there a way to manipulate the Bitmap to adjust the dimensions so it looks remotely like what I have on the canvas?
After some Googling it looks like I found a solution from this link
Specifically: