BabylonJS/Babylon.js · error
${this.blockType} did not have a render target texture.
Error message
${this.blockType} did not have a render target texture. What it means
When a ShaderBlock's output is not the final filter output, the runtime renders into a render target texture taken from this.output.runtimeData.value. If that runtime value is null/undefined (or not a ThinRenderTargetTexture), generateCommandsAndGatherInitPromises throws this error because there is nowhere to render the block's result.
Source
Thrown at packages/dev/smartFilters/src/blockFoundation/shaderBlock.ts:142
}
/**
* Generates the commands needed to execute the block at runtime and gathers promises for initialization work
* @param initializationData - The initialization data to use
* @param finalOutput - Defines if the block is the final output of the smart filter
*/
public override generateCommandsAndGatherInitPromises(initializationData: InitializationData, finalOutput: boolean): void {
const runtime = initializationData.runtime;
const shaderBlockRuntime = new ShaderRuntime(runtime.effectRenderer, this.getShaderProgram(), this.getShaderBinding());
initializationData.initializationPromises.push(shaderBlockRuntime.onReadyAsync);
runtime.registerResource(shaderBlockRuntime);
if (finalOutput) {
RegisterFinalRenderCommand(initializationData.outputBlock, runtime, this, shaderBlockRuntime);
} else {
const renderTargetTexture = this.output.runtimeData?.value as Nullable<ThinRenderTargetTexture>;
if (!renderTargetTexture) {
throw new Error(`${this.blockType} did not have a render target texture.`);
}
runtime.registerCommand(
CreateCommand(`${this.blockType}.render`, this, () => {
shaderBlockRuntime.renderToTargetTexture(renderTargetTexture);
})
);
}
super.generateCommandsAndGatherInitPromises(initializationData, finalOutput);
}
}
View on GitHub (pinned to 0592b347b8)
Solutions
- Ensure the shader block's output connection is connected and its runtime data has an initialized render target texture.
- Do not dispose render target textures used by blocks that are still part of the running filter.
- Rebuild/refresh the filter runtime after graph edits so runtimeData is re-initialized.
- If the block should be the final output, mark it as finalOutput so the output block path is used.
Example fix
// before runtimeData.outputTexture?.dispose(); // frees the RTT while block still renders // after runtimeData.outputTexture?.dispose(); filter.rebuild(); // re-initialize runtime data / RTTs before next frame
Defensive patterns
Strategy: validation
Validate before calling
const rtt = shaderBlock.output.runtimeData?.value as Nullable<ThinRenderTargetTexture>;
if (!rtt || rtt.isDisposed) {
throw new Error("Render target not ready for shader block");
} Type guard
function hasRenderTarget(cp: ConnectionPoint): cp is ConnectionPoint & { runtimeData: { value: ThinRenderTargetTexture } } {
const v = cp.runtimeData?.value;
return !!v && !!(v as ThinRenderTargetTexture).renderTargetTexture;
} Try / catch
try {
await runtime.generateCommandsAsync();
} catch (e) {
if (e.message.endsWith("did not have a render target texture.")) {
runtime.rebuild(); // re-initialize RTTs
} else throw e;
} Prevention
- Never dispose render target textures while the filter is still running; rebuild the runtime after disposal.
- Keep all non-final shader blocks' outputs connected to something (another block or an output).
- After graph edits, rebuild the runtime before the next frame.
When it happens
Trigger: Building a runtime for a shader graph where a non-final ShaderBlock's output connection point was never bound to a render target — e.g. the output texture was disposed, the block's output was never connected, or the runtime data was not initialized before command generation.
Common situations: Disposing a render target texture while the filter is still running; constructing a custom runtime that skips the output-texture initialization step; graph edits that orphan a shader block's output.
Related errors
- Unable to create multi sampled framebuffer
- updateWrappedWebGLTexture: wrapped texture is part of a mult
- updateWrappedWebGLTexture: wrapped texture's render-target w
- ${className} ${this.name}: the depth texture (size: ${depthT
- Geometry buffer renderer is not supported but is required fo
AI-assisted analysis of BabylonJS/Babylon.js@0592b347b8 (2026-08-30).
Data as JSON: /api/errors/05158462e64e0e62.
Report an issue: GitHub.