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Drop one TGA or two hundred. Batch conversion is not a paid feature here.
Game textures, 3D render output or old VFX plates are stored as TGA and need to be usable outside that pipeline.
TGA is either uncompressed or run-length encoded, which barely compresses photographic content. PNG's DEFLATE with filtering cuts the same pixels substantially, and the alpha channel carries across unchanged.
TGA files are frequently stored bottom-up, and the orientation lives in a single header bit that sloppy exporters set incorrectly. If a converted texture appears vertically flipped, the source file is lying about its own orientation.
It is trivially simple to parse, supports a straight alpha channel, and legacy tool chains standardised on it decades ago.
Yes. A 32-bit TGA's alpha channel maps directly onto PNG's, which is the main reason to prefer PNG over JPEG here.
Drop one TGA or two hundred. Batch conversion is not a paid feature here.
Portable Network Graphics is lossless, so nothing is thrown away in the conversion.
Converted and deleted the moment it finishes. Never written to permanent storage.