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
> <[email protected]>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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