After looking through the source some more I managed to find this line in
the text3D class:
   int bgcolor = (isBackground ? 0 : argbBackground == 0 ? buffer[0] :
argbBackground);

Changing it to read a pixel in the middle fixes the images
   int bgcolor = (isBackground ? 0 : argbBackground == 0 ? buffer[55] :
argbBackground);

Sadly my understanding is not good enough to know why it needs to look at
one pixel to determine if the image uses transparency and why the other
methods haven't picked up on it either. 


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