TGA Targa image data

AI-powered detection and analysis of Targa image data files.

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🏷️ .tga
🎯 image/x-tga
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Use our advanced AI-powered tool to instantly detect and analyze Targa image data files with precision and speed.

File Information

File Description

Targa image data

Category

Image

Extensions

.tga

MIME Type

image/x-tga

TGA (Targa Image Format)

Overview

TGA (Targa Image Format) is a raster graphics file format originally developed by Truevision Inc. for their video boards. It supports various color depths, alpha channels, and compression, making it popular in gaming, animation, and video production industries.

File Details

  • Extension: .tga, .tpic
  • MIME Type: image/x-tga
  • Category: Image
  • Binary/Text: Binary

Technical Specifications

File Structure

TGA files consist of three main sections:

  • Header: 18 bytes containing metadata
  • Image Data: Pixel information
  • Footer: Optional developer area and extension area

Header Format

Byte 0: ID Length
Byte 1: Color Map Type
Byte 2: Image Type
Bytes 3-4: Color Map Origin
Bytes 5-6: Color Map Length
Byte 7: Color Map Depth
Bytes 8-9: X Origin
Bytes 10-11: Y Origin
Bytes 12-13: Image Width
Bytes 14-15: Image Height
Byte 16: Pixel Depth
Byte 17: Image Descriptor

Supported Formats

  • Color Depths: 8, 15, 16, 24, 32 bits per pixel
  • Compression: Uncompressed, RLE compressed
  • Color Types: Grayscale, Color-mapped, True-color
  • Alpha Channel: 1, 8, or 16 bits

History

  • 1984: Developed by Truevision Inc.
  • 1989: TGA 2.0 specification released
  • 1990s: Widely adopted in gaming industry
  • 2000s: Used in texture creation tools
  • Present: Still used in specialized applications

Structure Details

Image Types

  • Type 0: No image data
  • Type 1: Uncompressed color-mapped
  • Type 2: Uncompressed true-color
  • Type 3: Uncompressed grayscale
  • Type 9: RLE color-mapped
  • Type 10: RLE true-color
  • Type 11: RLE grayscale

Pixel Formats

8-bit:  Grayscale or color-mapped
15-bit: 5 bits each for R, G, B
16-bit: 5-6-5 RGB or 5-5-5-1 RGBA
24-bit: 8 bits each for R, G, B
32-bit: 8 bits each for R, G, B, A

Code Examples

TGA Header Reading (Python)

import struct

class TGAHeader:
    def __init__(self):
        self.id_length = 0
        self.color_map_type = 0
        self.image_type = 0
        self.color_map_origin = 0
        self.color_map_length = 0
        self.color_map_depth = 0
        self.x_origin = 0
        self.y_origin = 0
        self.width = 0
        self.height = 0
        self.pixel_depth = 0
        self.image_descriptor = 0

def read_tga_header(filename):
    """Read TGA file header"""
    header = TGAHeader()
    
    with open(filename, 'rb') as f:
        data = f.read(18)
        
        (header.id_length,
         header.color_map_type,
         header.image_type,
         header.color_map_origin,
         header.color_map_length,
         header.color_map_depth,
         header.x_origin,
         header.y_origin,
         header.width,
         header.height,
         header.pixel_depth,
         header.image_descriptor) = struct.unpack('<BBBHHBHHHHBB', data)
    
    return header

def get_image_info(header):
    """Extract image information"""
    image_types = {
        0: "No image data",
        1: "Uncompressed color-mapped",
        2: "Uncompressed true-color",
        3: "Uncompressed grayscale",
        9: "RLE color-mapped",
        10: "RLE true-color",
        11: "RLE grayscale"
    }
    
    return {
        'width': header.width,
        'height': header.height,
        'pixel_depth': header.pixel_depth,
        'image_type': image_types.get(header.image_type, "Unknown"),
        'compressed': header.image_type >= 9,
        'has_alpha': header.pixel_depth in [16, 32] and (header.image_descriptor & 0x0F) > 0
    }

# Usage
header = read_tga_header('image.tga')
info = get_image_info(header)
print(f"Size: {info['width']}x{info['height']}")
print(f"Bit depth: {info['pixel_depth']}")
print(f"Type: {info['image_type']}")

Simple TGA Reader

def read_tga_image(filename):
    """Read uncompressed TGA image data"""
    with open(filename, 'rb') as f:
        # Read header
        header_data = f.read(18)
        header = struct.unpack('<BBBHHBHHHHBB', header_data)
        
        id_length = header[0]
        image_type = header[2]
        width = header[8]
        height = header[9]
        pixel_depth = header[10]
        
        # Skip image ID
        if id_length > 0:
            f.read(id_length)
        
        # Calculate bytes per pixel
        bytes_per_pixel = pixel_depth // 8
        
        # Read image data
        image_data = f.read(width * height * bytes_per_pixel)
        
        # Convert BGR to RGB for 24/32-bit images
        if pixel_depth >= 24:
            pixels = []
            for i in range(0, len(image_data), bytes_per_pixel):
                if bytes_per_pixel == 3:  # 24-bit BGR
                    b, g, r = image_data[i:i+3]
                    pixels.extend([r, g, b])
                elif bytes_per_pixel == 4:  # 32-bit BGRA
                    b, g, r, a = image_data[i:i+4]
                    pixels.extend([r, g, b, a])
            image_data = bytes(pixels)
        
        return {
            'width': width,
            'height': height,
            'pixel_depth': pixel_depth,
            'data': image_data
        }

C++ TGA Loader

#include <fstream>
#include <vector>
#include <cstdint>

struct TGAHeader {
    uint8_t idLength;
    uint8_t colorMapType;
    uint8_t imageType;
    uint16_t colorMapOrigin;
    uint16_t colorMapLength;
    uint8_t colorMapDepth;
    uint16_t xOrigin;
    uint16_t yOrigin;
    uint16_t width;
    uint16_t height;
    uint8_t pixelDepth;
    uint8_t imageDescriptor;
};

class TGALoader {
public:
    bool loadTGA(const std::string& filename) {
        std::ifstream file(filename, std::ios::binary);
        if (!file.is_open()) {
            return false;
        }
        
        // Read header
        TGAHeader header;
        file.read(reinterpret_cast<char*>(&header), sizeof(header));
        
        // Skip image ID
        if (header.idLength > 0) {
            file.seekg(header.idLength, std::ios::cur);
        }
        
        // Calculate image size
        int bytesPerPixel = header.pixelDepth / 8;
        int imageSize = header.width * header.height * bytesPerPixel;
        
        // Read image data
        imageData.resize(imageSize);
        file.read(reinterpret_cast<char*>(imageData.data()), imageSize);
        
        // Convert BGR to RGB
        if (header.pixelDepth >= 24) {
            for (int i = 0; i < imageSize; i += bytesPerPixel) {
                std::swap(imageData[i], imageData[i + 2]); // Swap B and R
            }
        }
        
        width = header.width;
        height = header.height;
        pixelDepth = header.pixelDepth;
        
        return true;
    }
    
    const std::vector<uint8_t>& getData() const { return imageData; }
    int getWidth() const { return width; }
    int getHeight() const { return height; }
    int getPixelDepth() const { return pixelDepth; }
    
private:
    std::vector<uint8_t> imageData;
    int width, height, pixelDepth;
};

Tools and Applications

Image Editors

  • Adobe Photoshop: Full TGA support
  • GIMP: Open-source with TGA plugin
  • Paint.NET: TGA plugin available
  • IrfanView: Lightweight viewer/converter

Game Development Tools

  • Unity: Native TGA support
  • Unreal Engine: Texture import support
  • Blender: 3D modeling with TGA textures
  • Maya: Animation software support

Command Line Tools

# ImageMagick conversion
convert image.tga image.png
convert image.png -depth 32 image.tga

# GIMP command line
gimp -i -b '(let* ((image (car (gimp-file-load RUN-NONINTERACTIVE "input.tga" "input.tga")))) (gimp-file-save RUN-NONINTERACTIVE image (car (gimp-image-get-active-layer image)) "output.png" "output.png") (gimp-image-delete image))' -b '(gimp-quit 0)'

Programming Libraries

  • FreeImage: Cross-platform library
  • DevIL: Developer's Image Library
  • SOIL: Simple OpenGL Image Library
  • OpenCV: Computer vision library

Best Practices

Image Creation

  • Use 32-bit for alpha transparency
  • Choose appropriate compression
  • Maintain color accuracy
  • Optimize file size

Performance Optimization

  • Use RLE compression for simple images
  • Avoid compression for complex textures
  • Consider target hardware limitations
  • Preprocess for specific applications

Quality Considerations

  • Preserve alpha channel integrity
  • Handle color space correctly
  • Maintain bit depth requirements
  • Validate image dimensions

Security Considerations

File Validation

def validate_tga_header(header):
    """Validate TGA header for security"""
    # Check reasonable dimensions
    if header.width > 32768 or header.height > 32768:
        raise ValueError("Image dimensions too large")
    
    # Validate pixel depth
    valid_depths = [8, 15, 16, 24, 32]
    if header.pixel_depth not in valid_depths:
        raise ValueError("Invalid pixel depth")
    
    # Check image type
    valid_types = [0, 1, 2, 3, 9, 10, 11]
    if header.image_type not in valid_types:
        raise ValueError("Invalid image type")
    
    # Calculate expected file size
    bytes_per_pixel = header.pixel_depth // 8
    expected_size = header.width * header.height * bytes_per_pixel
    if expected_size > 100 * 1024 * 1024:  # 100MB limit
        raise ValueError("Image too large")

Memory Protection

  • Validate image dimensions
  • Check for integer overflow
  • Limit memory allocation
  • Handle malformed files

Common Vulnerabilities

  • Buffer overflow in readers
  • Integer overflow calculations
  • Malformed header exploitation
  • Memory exhaustion attacks

Modern Alternatives

Contemporary Formats

  • PNG: Better compression, web standard
  • WebP: Modern web format
  • HEIF: High efficiency format
  • AVIF: Next-generation format

When to Use TGA

  • Game development workflows
  • High-quality texture creation
  • Alpha channel requirements
  • Legacy system compatibility

TGA remains valuable in specialized applications, particularly gaming and multimedia production, where its simplicity and alpha channel support make it a reliable choice for texture and asset management.

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