Here is a snippet that I saved for another day, perhaps it will get you going?
Regards, Bertil - (UIImage *)blendOverlay:(UIImage *)topImage withBaseImage:(UIImage *)baseImage toSize:(CGFloat)imageSize { UIGraphicsBeginImageContext(CGSizeMake(imageSize, imageSize)); [baseImage drawInRect:CGRectMake(0.0, 0.0, imageSize, imageSize)]; [topImage drawInRect:CGRectMake(0.0, 0.0, imageSize, imageSize) blendMode:kCGBlendModeNormal alpha:0.5]; UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return image; } > Okay, how would I go about doing that? > > On Fri, Jan 22, 2010 at 9:52 AM, Luke the Hiesterman > <luket...@apple.com>wrote: > >> You should perform whatever blending you need to do on the image itself to >> create a new image which you can then just put into a UIImageView like you >> would any other image. This way, you only have to blend once, and then it's >> just image that can be straight drawn rather than performing a blending >> algorithm every time your image has to draw. > _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com