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.
> 

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