Well I need some suggestions in order to continue debugging the proper way!
First of all I tried to install ImageWatch on Visual Studio 2017 15.3.0.
It did not work out, even though I have changed extension.vsixmanifest to "support" the 2017 version, because it is currently unavailable for the latest version of Visual Studio.
However I managed to get the reader working in my project. The issue appears when I try to draw it with OpenGL on the screen. In order to see if I have not made any mistakes. The "picturesque" alphabet appears:
According to the color type it says "2" that translated from PNG Doc means it is RGB triplet.
So I used the following OpenGL call...
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, Image); <-----
Now after I see that something obviously is wrong. I am looking for possible suggestions where the issue might be.
Is it something wrong in how I set up the texture? Or it is decompression and filtering?
Also I want to examine the raw data... Is it possible to writefile() and then read it with another program somehow without adding a specific header say BMP or whatever.
Or I have to examine it byte by byte in hex after using libpng and compare manually both results?
Appreciate your help!