OpenGL App Texture Colours look rubbish and blotchy

I've copied the CrashLanding app and made some adjustments and all is ok, except that if I load a texture (tried png, jpg, bmp) saved from photoshop that uses the "clouds" filter, when it loads on screen in the simulator and on my iPhone, the colours look all blotchy almost like the image has been downgraded to 256 colours or something.
I haven't modified the Texture2D class at all.
Could anyone shed some light on why the image is coming out like this? I want to be able to use all the colours that show in photoshop. Even when I import them into XCode as resources they look fine. It is only when they are loaded into the app that they display badly.
PS, this is not the same problem that some were having with PPC hardware, I'm using an intel macmini.

I've had similer problems when using Apple's Texture2D class. For starters, during linking, the resource compiler will OPTIMISE your PNG's (by converting them to Apple's proprietary CgBI format). One of the sideeffects is that it ignores interim alpha values (eg. 0.5f). It also creates artifacts with some PNG files (haven't bothered investigating why)
I've ditched Apples Texture2D and ported libpng to the iPhone (together with glpng). You need to prevent Apples's resource compiler from optimising PNG's (add a build setting called "IPHONEOPTIMIZEOPTIONS" and set it to "-skip-PNGs" ignore the quotes), or rename your .png files.
Now my PNG's look great, partial alpha values (0.5f) are displayed properly, and there is no texture corruption. Frame rates are basically the same.

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