mask text inside uitextview/uiwebview - iphone

finally I choose to devote some time to find a way/implementation to
mask text inside UITextView/UIWebView.
By now what I'm able to do is:
- add some custom background
- add a uitextview/uiwebview with some text
- add an UIImageView (with a covering png) or a CAGradientLayer to
create a simple mask effect (*)
Of course this is not a magic bullet and require at least one more
layer (the one pointed out with *).
Furthermore it's not so good when you have a full transparent
background 'cause everyone can recognize the extra view/layer used to
fade away the text.
I searched all over google but still not found a good solution (I've
found about mask an image, blah blah)...
Any tips?
Thanks in advance,
marcio
PS maybe a screenshot will be more straightforward, here you're!
http://grab.by/KzS

Yes! I finally got it. I don't know if it's the Apple's way but it works. Maybe they have the opportunity to employ some private apis. Anyway this is a sort of pseudo-algorithm on how I got it works:
1) get a screenshot of the window
2) crop the desired rect with CGImageCreateWithImageInRect
3) apply a gradient mask (stolen from Apple' sample code on Reflections)
4) create an UIImageView with the freshly created image
I also noted that it doesn't affect the performances even on the lowest devices.
Hope it will be helpful!
And this is a crop of the result (link text)
I've promised to myself to implement a category just to make it better. Until now the code is quite spread in different classes.
Just to make a sample (supported only landscape orientation, see the transform below, supported only top mask). In this case I overrided didMoveToWindow of the table that needs to be masked:
- (void)didMoveToWindow {
if (self.window) {
UIImageView *reflected = (UIImageView *)[self.superview viewWithTag:TABLE_SHADOW_TOP];
if (!reflected) {
UIImage *image = [UIImage screenshot:self.window];
//
CGRect croppedRect = CGRectMake(480-self.frame.size.height, self.frame.origin.x, 16, self.frame.size.width);
CGImageRef cropImage = CGImageCreateWithImageInRect(image.CGImage, croppedRect);
UIImage *reflectedImage = [UIImage imageMaskedWithGradient:cropImage];
CGImageRelease(cropImage);
UIImageView *reflected = [[UIImageView alloc] initWithImage:reflectedImage];
reflected.transform = CGAffineTransformMakeRotation(-(M_PI/2));
reflected.tag = TABLE_SHADOW_TOP;
CGRect adjusted = reflected.frame;
adjusted.origin = self.frame.origin;
reflected.frame = adjusted;
[self.superview addSubview:reflected];
[reflected release];
}
}
}
and this is the uiimage category:
CGImageRef CreateGradientImage(int pixelsWide, int pixelsHigh)
{
CGImageRef theCGImage = NULL;
// gradient is always black-white and the mask must be in the gray colorspace
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
// create the bitmap context
CGContextRef gradientBitmapContext = CGBitmapContextCreate(NULL, pixelsWide, pixelsHigh,
8, 0, colorSpace, kCGImageAlphaNone);
// define the start and end grayscale values (with the alpha, even though
// our bitmap context doesn't support alpha the gradient requires it)
CGFloat colors[] = {0.0, 1.0, 1.0, 1.0};
// create the CGGradient and then release the gray color space
CGGradientRef grayScaleGradient = CGGradientCreateWithColorComponents(colorSpace, colors, NULL, 2);
CGColorSpaceRelease(colorSpace);
// create the start and end points for the gradient vector (straight down)
CGPoint gradientStartPoint = CGPointZero;
// CGPoint gradientStartPoint = CGPointMake(0, pixelsHigh);
CGPoint gradientEndPoint = CGPointMake(pixelsWide/1.75, 0);
// draw the gradient into the gray bitmap context
CGContextDrawLinearGradient(gradientBitmapContext, grayScaleGradient, gradientStartPoint,
gradientEndPoint, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(grayScaleGradient);
// convert the context into a CGImageRef and release the context
theCGImage = CGBitmapContextCreateImage(gradientBitmapContext);
CGContextRelease(gradientBitmapContext);
// return the imageref containing the gradient
return theCGImage;
}
CGContextRef MyCreateBitmapContext(int pixelsWide, int pixelsHigh)
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// create the bitmap context
CGContextRef bitmapContext = CGBitmapContextCreate (NULL, pixelsWide, pixelsHigh, 8,
0, colorSpace,
// this will give us an optimal BGRA format for the device:
(kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst));
CGColorSpaceRelease(colorSpace);
return bitmapContext;
}
+ (UIImage *)imageMaskedWithGradient:(CGImageRef)image {
UIDeviceOrientation deviceOrientation = [UIDevice currentDevice].orientation;
DEBUG(#"need to support deviceOrientation: %i", deviceOrientation);
float width = CGImageGetWidth(image);
float height = CGImageGetHeight(image);
// create a bitmap graphics context the size of the image
CGContextRef mainViewContentContext = MyCreateBitmapContext(width, height);
// create a 2 bit CGImage containing a gradient that will be used for masking the
// main view content to create the 'fade' of the reflection. The CGImageCreateWithMask
// function will stretch the bitmap image as required, so we can create a 1 pixel wide gradient
CGImageRef gradientMaskImage = CreateGradientImage(width, 1);
// create an image by masking the bitmap of the mainView content with the gradient view
// then release the pre-masked content bitmap and the gradient bitmap
CGContextClipToMask(mainViewContentContext, CGRectMake(0.0, 0.0, width, height), gradientMaskImage);
CGImageRelease(gradientMaskImage);
// draw the image into the bitmap context
CGContextDrawImage(mainViewContentContext, CGRectMake(0, 0, width, height), image);
// create CGImageRef of the main view bitmap content, and then release that bitmap context
CGImageRef reflectionImage = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
// convert the finished reflection image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:reflectionImage];
// image is retained by the property setting above, so we can release the original
CGImageRelease(reflectionImage);
return theImage;
}
Hope it helps.

Related

mask image via another image

Alright what I am trying to do is:
given an image where there is a circle within that image that is "blank". I want to take an existing image from user library and then mask it so that only a certain part of that image is shown on the "blank" image..
I have tried a few masking code but they all seem to work the other way around ... any tips on how to tackle this?
Unfortunately you can't use CoreAnimation to do this (which would make it rather easy).
Looking at Apple's CoreAnimation documentation:
iOS Note: As a performance consideration, iOS does not support the mask property.
Therefore the next best way to do this is to use Quartz 2D (as answered here):
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
CGImageRef maskImage = [[UIImage imageNamed:#"mask.png"] CGImage];
CGContextClipToMask(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height), maskImage);
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:mainViewContentBitmapContext];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(mainViewContentBitmapContext);
// return the image
return theImage;

How to erase part of an image as the user touches it

My big picture goal is to have a grey field over an image, and then as the user rubs on that grey field, it reveals the image underneath. Basically like a lottery scratcher card. I've done a bunch of searching through the docs, as well as this site, but can't find the solution.
The following is just a proof of concept to test "erasing" an image based on where the user touches, but it isn't working. :(
I have a UIView that detects touches, then sends the coords of the move to the UIViewController that clips the image in a UIImageView by doing the following:
- (void) moveDetectedFrom:(CGPoint) from to:(CGPoint) to
{
UIImage* image = bkgdImageView.image;
CGSize s = image.size;
UIGraphicsBeginImageContext(s);
CGContextRef g = UIGraphicsGetCurrentContext();
CGContextMoveToPoint(g, from.x, from.y);
CGContextAddLineToPoint(g, to.x, to.y);
CGContextClosePath(g);
CGContextAddRect(g, CGRectMake(0, 0, s.width, s.height));
CGContextEOClip(g);
[image drawAtPoint:CGPointZero];
bkgdImageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[bkgdImageView setNeedsDisplay];
}
The problem is that the touches are sent to this method just fine, but nothing happens on the original.
Am I doing the clip path incorrectly? Or?
Not really sure...so any help you may have would be greatly appreciated.
Thanks in advance,
Joel
I've been trying to do the same thing a lot of time ago, using just Core Graphics, and it can be done, but trust me, the effect is not as smooth and soft as the user expects to be. So, i knew how to work with OpenCV, (Open Computer Vision Library), and as it was written in C, i knew i could ise it on the iPhone.
Doing what you want to do with OpenCV is extremely easy.
First you need a couple of functions to convert a UIImage to an IplImage wich is the type used in OpenCV to represent images of all kinds, and the other way.
+ (IplImage *)CreateIplImageFromUIImage:(UIImage *)image {
CGImageRef imageRef = image.CGImage;
//This is the function you use to convert a UIImage -> IplImage
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
IplImage *iplimage = cvCreateImage(cvSize(image.size.width, image.size.height), IPL_DEPTH_8U, 4);
CGContextRef contextRef = CGBitmapContextCreate(iplimage->imageData, iplimage->width, iplimage->height,
iplimage->depth, iplimage->widthStep,
colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault);
CGContextDrawImage(contextRef, CGRectMake(0, 0, image.size.width, image.size.height), imageRef);
CGContextRelease(contextRef);
CGColorSpaceRelease(colorSpace);
return iplimage;}
+ (UIImage *)UIImageFromIplImage:(IplImage *)image {
//Convert a IplImage -> UIImage
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSData * data = [[NSData alloc] initWithBytes:image->imageData length:image->imageSize];
//NSData *data = [NSData dataWithBytes:image->imageData length:image->imageSize];
CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)data);
CGImageRef imageRef = CGImageCreate(image->width, image->height,
image->depth, image->depth * image->nChannels, image->widthStep,
colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault,
provider, NULL, false, kCGRenderingIntentDefault);
UIImage *ret = [[UIImage alloc] initWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpace);
[data release];
return ret;}
Now that you have both the basic functions you need you can do whatever you want with your IplImage:
this is what you want:
+(UIImage *)erasePointinUIImage:(IplImage *)image :(CGPoint)point :(int)r{
//r is the radious of the erasing
int a = point.x;
int b = point.y;
int position;
int minX,minY,maxX,maxY;
minX = (a-r>0)?a-r:0;
minY = (b-r>0)?b-r:0;
maxX = ((a+r) < (image->width))? a+r : (image->width);
maxY = ((b+r) < (image->height))? b+r : (image->height);
for (int i = minX; i < maxX ; i++)
{
for(int j=minY; j<maxY;j++)
{
position = ((j-b)*(j-b))+((i-a)*(i-a));
if (position <= r*r)
{
uchar* ptr =(uchar*)(image->imageData) + (j*image->widthStep + i*image->nChannels);
ptr[1] = ptr[2] = ptr[3] = ptr[4] = 0;
}
}
}
UIImage * res = [self UIImageFromIplImage:image];
return res;}
Sorry for the formatting.
If you want to know how to port OpenCV to the iPhone Yoshimasa Niwa's
If you want to check out an app currently working with OpenCV on the AppStore go get :Flags&Faces
You usually want to draw into the current graphics context inside of a drawRect: method, not just any old method. Also, a clip region only affects what is drawn to the current graphics context. But instead of going into why this approach isn't working, I'd suggest doing it differently.
What I would do is have two views. One with the image, and one with the gray color that is made transparent. This allows the graphics hardware to cache the image, instead of trying to redraw the image every time you modify the gray fill.
The gray one would be a UIView subclass with CGBitmapContext that you would draw into to make the pixels that the user touches clear.
There are probably several ways to do this. I'm just suggesting one way above.

How to get rid of previous reflection when reflecting a UIImageView (with changing pictures)?

I have managed to use the reflection sample app from apple to create a reflection from a UIImageView.
The problem is that when I change the picture inside the UIImageView, the reflection from the previous displayed picture remains on the screen. The new reflection on the next picture then overlaps the previous reflection.
How do I ensure that the previous reflection is removed when I change to the next picture?
Thank you so much. I hope my question is not too basic.
Here is the code which I have used so far:
// reflection
self.view.autoresizesSubviews = YES;
self.view.userInteractionEnabled = YES;
// create the reflection view
CGRect reflectionRect = currentView.frame;
// the reflection is a fraction of the size of the view being reflected
reflectionRect.size.height = reflectionRect.size.height * kDefaultReflectionFraction;
// and is offset to be at the bottom of the view being reflected
reflectionRect = CGRectOffset(reflectionRect, 0, currentView.frame.size.height);
reflectionView = [[UIImageView alloc] initWithFrame:reflectionRect];
// determine the size of the reflection to create
NSUInteger reflectionHeight = currentView.bounds.size.height * kDefaultReflectionFraction;
// create the reflection image, assign it to the UIImageView and add the image view to the containerView
reflectionView.image = [self reflectedImage:currentView withHeight:reflectionHeight];
reflectionView.alpha = kDefaultReflectionOpacity;
[self.view addSubview:reflectionView];
Then the code below is used to form the reflection:
CGImageRef CreateGradientImage(int pixelsWide, int pixelsHigh)
{
CGImageRef theCGImage = NULL;
// gradient is always black-white and the mask must be in the gray colorspace
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
// create the bitmap context
CGContextRef gradientBitmapContext = CGBitmapContextCreate(nil, pixelsWide, pixelsHigh,
8, 0, colorSpace, kCGImageAlphaNone);
// define the start and end grayscale values (with the alpha, even though
// our bitmap context doesn't support alpha the gradient requires it)
CGFloat colors[] = {0.0, 1.0, 1.0, 1.0};
// create the CGGradient and then release the gray color space
CGGradientRef grayScaleGradient = CGGradientCreateWithColorComponents(colorSpace, colors, NULL, 2);
CGColorSpaceRelease(colorSpace);
// create the start and end points for the gradient vector (straight down)
CGPoint gradientStartPoint = CGPointZero;
CGPoint gradientEndPoint = CGPointMake(0, pixelsHigh);
// draw the gradient into the gray bitmap context
CGContextDrawLinearGradient(gradientBitmapContext, grayScaleGradient, gradientStartPoint,
gradientEndPoint, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(grayScaleGradient);
// convert the context into a CGImageRef and release the context
theCGImage = CGBitmapContextCreateImage(gradientBitmapContext);
CGContextRelease(gradientBitmapContext);
// return the imageref containing the gradient
return theCGImage;
}
CGContextRef MyCreateBitmapContext(int pixelsWide, int pixelsHigh)
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// create the bitmap context
CGContextRef bitmapContext = CGBitmapContextCreate (nil, pixelsWide, pixelsHigh, 8,
0, colorSpace,
// this will give us an optimal BGRA format for the device:
(kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst));
CGColorSpaceRelease(colorSpace);
return bitmapContext;
}
- (UIImage *)reflectedImage:(UIImageView *)fromImage withHeight:(NSUInteger)height
{
if (!height) return nil;
// create a bitmap graphics context the size of the image
CGContextRef mainViewContentContext = MyCreateBitmapContext(fromImage.bounds.size.width, height);
// offset the context -
// This is necessary because, by default, the layer created by a view for caching its content is flipped.
// But when you actually access the layer content and have it rendered it is inverted. Since we're only creating
// a context the size of our reflection view (a fraction of the size of the main view) we have to translate the
// context the delta in size, and render it.
//
CGFloat translateVertical= fromImage.bounds.size.height - height;
CGContextTranslateCTM(mainViewContentContext, 0, -translateVertical);
// render the layer into the bitmap context
CALayer *layer = fromImage.layer;
[layer renderInContext:mainViewContentContext];
// create CGImageRef of the main view bitmap content, and then release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
// create a 2 bit CGImage containing a gradient that will be used for masking the
// main view content to create the 'fade' of the reflection. The CGImageCreateWithMask
// function will stretch the bitmap image as required, so we can create a 1 pixel wide gradient
CGImageRef gradientMaskImage = CreateGradientImage(1, height);
// create an image by masking the bitmap of the mainView content with the gradient view
// then release the pre-masked content bitmap and the gradient bitmap
CGImageRef reflectionImage = CGImageCreateWithMask(mainViewContentBitmapContext, gradientMaskImage);
CGImageRelease(mainViewContentBitmapContext);
CGImageRelease(gradientMaskImage);
// convert the finished reflection image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:reflectionImage];
// image is retained by the property setting above, so we can release the original
CGImageRelease(reflectionImage);
return theImage;
}
If you don't want to use IB, just add
reflectionView.image = nil;
before
reflectedImage.image = [self reflectedImage:...
and don't forget this line
if (currentView.image == nil) reflectedImage.image = nil;
or else you'll end up with an old reflection after the image has disappeared.

Multiple Image Operations Crash iPhone App

I'm new to the iPhone App development so it's likely that I'm doing something wrong.
Basically, I'm loading a bunch of images from the internet, and then cropping them. I managed to find examples of loading images asynchronous and adding them into views. I've managed to do that by adding an image with NSData, through a NSOperation, which was added into a NSOperationQueue.
Then, because I had to make fixed-sized thumbs, I needed a way to crop this images, so I found a script on the net which basically uses UIGraphicsBeginImageContext(), UIGraphicsGetImageFromCurrentImageContext() and UIGraphicsEndImageContext() to draw the cropped image, along with unimportant size calculations.
The thing is, the method works, but since it's generating like 20 of this images, it randomly crashes after a few of them were generated, or sometimes after I close and re-open the app one or two more times.
What should I do in this cases? I tried to make this methods run asynchronous somehow, as well, with NSOperations and a NSOperationQueue, but no luck.
If the crop code is more relevant than I think, here it is:
UIGraphicsBeginImageContext(CGSizeMake(50, 50));
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = CGPointMake(0.0,0.0); //this is actually generated
// based on the sourceImage size
thumbnailRect.size.width = 50;
thumbnailRect.size.height = 50;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
Thanks!
The code to scale the images looks too much simple.
Here is the one I am using. As you can see, there are no leaks, objects are released when no longer needed. Hope this helps.
// Draw the image into a pixelsWide x pixelsHigh bitmap and use that bitmap to
// create a new UIImage
- (UIImage *) createImage: (CGImageRef) image width: (int) pixelWidth height: (int) pixelHeight
{
// Set the size of the output image
CGRect aRect = CGRectMake(0.0f, 0.0f, pixelWidth, pixelHeight);
// Create a bitmap context to store the new thumbnail
CGContextRef context = MyCreateBitmapContext(pixelWidth, pixelHeight);
// Clear the context and draw the image into the rectangle
CGContextClearRect(context, aRect);
CGContextDrawImage(context, aRect, image);
// Return a UIImage populated with the new resized image
CGImageRef myRef = CGBitmapContextCreateImage (context);
UIImage *img = [UIImage imageWithCGImage:myRef];
free(CGBitmapContextGetData(context));
CGContextRelease(context);
CGImageRelease(myRef);
return img;
}
// MyCreateBitmapContext: Source based on Apple Sample Code
CGContextRef MyCreateBitmapContext (int pixelsWide,
int pixelsHigh)
{
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
bitmapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
colorSpace = CGColorSpaceCreateDeviceRGB();
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8,
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast);
if (context== NULL)
{
free (bitmapData);
CGColorSpaceRelease( colorSpace );
fprintf (stderr, "Context not created!");
return NULL;
}
CGColorSpaceRelease( colorSpace );
return context;
}
Your app is crashing because the calls you're using (e.g., UIGraphicsBeginImageContext) manipulate UIKit's context stack which you can only safely do from the main thread.
unforgiven's solution won't crash when used in a thread as it doesn't manipulate the context stack.
It does sounds suspiciously like an out of memory crash. Fire up the Leaks tool and see your overall memory trends.

Capturing EAGLview content WITH alpha channel on iPhone

have been struggling with this issue for quite some time now and couldn't find an answer so far. Basically, what I want to do, is capturing the content of my EAGLview and then use it to merge it with other images. Anyway, the mainproblem is, that everything transparent in my EAGLview renders opaque when saving it to the photoalbum or putting it into a UIImageView. Let me share some code with you, I found somewhere else:
- (CGImageRef) glToUIImage {
unsigned char buffer[320*480*4];
glReadPixels(0,0,320,480,GL_RGBA,GL_UNSIGNED_BYTE,&buffer);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, &buffer, 320*480*4, NULL);
CGImageRef iref = CGImageCreate(320,480,8,32,320*4,CGColorSpaceCreateDeviceRGB(),kCGBitmapByteOrderDefault,ref,NULL,true,kCGRenderingIntentDefault);
size_t width = CGImageGetWidth(iref);
size_t height = CGImageGetHeight(iref);
size_t length = width*height*4;
uint32_t *pixels = (uint32_t *)malloc(length);
CGContextRef context = CGBitmapContextCreate(pixels, width, height, 8, width*4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGContextTranslateCTM(context, 0.0, height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(0.0, 0.0, width, height), iref);
CGImageRef outputRef = CGBitmapContextCreateImage(context);
UIImage *outputImage = [UIImage imageWithCGImage:outputRef];
UIImageWriteToSavedPhotosAlbum(outputImage, nil, nil, nil);
return outputRef;
}
As I already mentioned, this perfectly grabs the content of my EAGLview, but I can not get the image with its alpha values.
Any help appreciated. Thanks!
Two places I can see that you might be losing your transparency:
when you're drawing your scene: does your scene have a transparent background? make sure you're doing a glClear to something like (0,0,0,0) rather than (0,0,0,1).
when you're drawing the image to flip it over: what is the default background color here? Seems likely it's a non-transparent black and you'll end up with that where the transparent parts of your scene used to be.
You could check if #2 is your problem by saving the image before you flip it over, and if it is, you could avoid the flipping over process by flipping the memory in your pixels buffer directly rather than using Core Graphics calls.