If all you want is the alpha value of a single point, all you need is an alpha-only single-point buffer. I believe this should suffice:
// assume im is a UIImage, point is the CGPoint to test
CGImageRef cgim = im.CGImage;
unsigned char pixel[1] = {0};
CGContextRef context = CGBitmapContextCreate(pixel,
1, 1, 8, 1, NULL,
kCGImageAlphaOnly);
CGContextDrawImage(context, CGRectMake(-point.x,
-point.y,
CGImageGetWidth(cgim),
CGImageGetHeight(cgim)),
cgim);
CGContextRelease(context);
CGFloat alpha = pixel[0]/255.0;
BOOL transparent = alpha < 0.01;
If the UIImage doesn’t have to be recreated every time, this is very efficient.
EDIT December 8 2011:
A commenter points out that under certain circumstances the image may be flipped. I’ve been thinking about this, and I’m a little sorry that I didn’t write the code using the UIImage directly, like this (I think the reason is that at the time I didn’t understand about UIGraphicsPushContext
):
// assume im is a UIImage, point is the CGPoint to test
unsigned char pixel[1] = {0};
CGContextRef context = CGBitmapContextCreate(pixel,
1, 1, 8, 1, NULL,
kCGImageAlphaOnly);
UIGraphicsPushContext(context);
[im drawAtPoint:CGPointMake(-point.x, -point.y)];
UIGraphicsPopContext();
CGContextRelease(context);
CGFloat alpha = pixel[0]/255.0;
BOOL transparent = alpha < 0.01;
I think that would have solved the flipping issue.