i was following the tutorial from raywenderlich website, the gradient seems not to work perfectly, is it only because of the iphone simulator, or is it something else? I can't try myself with an iphone. Here is the image :
And the code :
-(CCSprite *)spriteWithColor:(ccColor4F)bgColor textureSize:(float)textureSize {
    // 1: Create new CCRenderTexture
    CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:textureSize height:screenSize.height];
    // 2: Call CCRenderTexture:begin
    [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a];
    // 3: Draw into the texture
    glDisable(GL_TEXTURE_2D);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    float gradientAlpha = 0.5;    
    CGPoint vertices[4];
    ccColor4F colors[4];
    int nVertices = 0;
    vertices[nVertices] = CGPointMake(0, 0);
    colors[nVertices++] = (ccColor4F){0, 0, 0, 0};
    vertices[nVertices] = CGPointMake(textureSize, 0);
    colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha};
    vertices[nVertices] = CGPointMake(0, screenSize.height);
    colors[nVertices++] = (ccColor4F){0, 0, 0, 0};
    vertices[nVertices] = CGPointMake(textureSize, screenSize.height);
    colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha};
    glVertexPointer(2, GL_FLOAT, 0, vertices);
    glColorPointer(4, GL_FLOAT, 0, colors);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnable(GL_TEXTURE_2D);
    // 4: Call CCRenderTexture:end
    [rt end];
    // 5: Create a new Sprite from the texture
    return [CCSprite spriteWithTexture:rt.sprite.texture];
}
Thanks