> 1. loaded the original
> 2. loaded the overlay
> 3. assigned the original to a bitmap
> 4. drew the overlay onto the bitmap
> 5. assigned the bitmap to a new jpegimage
> 6. saved to file the jpegimage.
> If this process is inefficient or can be improved, please let me know, but
> this does work.
No, that's the only way. You can draw onto a TBitmap, but you cannot draw
onto a TJPegImage. JPeg images have to be compressed, which only works for a
whole graphic (an array of pixel data like TBitmap is), but not for drawing
directly (in a compressed way). Of course technically it would be possible
to have something like TJPegImage with a canvas, but that would mean you
would have to hold the pixel data somewhere (what would result in something
like a TJPegImage with a built in TBitmap), and the advantage of TJPegImage
would be lost (especially when there is not need for drawing operations,
only displaying a JPeg etc.).