Well, found my issue with the coloring.... Guess it helps if you setup the proper color before you render your image. I had the color setup wrong, now using the background color provided or white (as a default) everything works great.

Code should be:
Code:
 glEnable(GL_TEXTURE_2D);
 glEnable(GL_BLEND);
 glDisable(GL_DEPTH_TEST);
  glLoadIdentity();
  glTranslatef(0.1,0.0,-6.0);//1.5
  if(png.BackgroundColor.C > 0)then
   glColor4f(png.BackgroundColor.R/255, png.BackgroundColor.G/255, png.BackgroundColor.B/255, png.BackgroundColor.A/255)
  else
   glColor4f(1.0, 1.0, 1.0, 1.0);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glBindTexture(GL_TEXTURE_2D, FGLImage);
  glRotatef(-rotation, 0.0, 1.0, 0.0);
 	glBegin(GL_QUADS);
   glTexCoord2f(0.0, 1.0);
   glVertex3f(-1.0, 1.0, 0.0);
   glTexCoord2f(1.0, 1.0);
   glVertex3f( 1.0, 1.0, 0.0);
   glTexCoord2f(1.0, 0.0);
   glVertex3f( 1.0,-1.0, 0.0);
   glTexCoord2f(0.0, 0.0);
   glVertex3f(-1.0,-1.0, 0.0);
 	glEnd();
 glEnable(GL_DEPTH_TEST);
 glDisable(GL_BLEND);
 glDisable(GL_TEXTURE_2D);
- Jeremy