MonoGame/MonoGame · error · ArgumentException
The data array is too small.
Error message
The data array is too small.
What it means
ArgumentException from Texture3D.ValidateParams when data.Length < startIndex + elementCount, i.e. the requested window runs past the end of the array. Guarantees the GPU copy stays within the managed buffer.
Source
Thrown at MonoGame.Framework/Graphics/Texture3D.cs:420
var depth = back - front;
if (left < 0 || top < 0 || back < 0 || right > texWidth || bottom > texHeight || front > texDepth)
throw new ArgumentException("Area must remain inside texture bounds");
// Disallow negative box size
if (left >= right || top >= bottom || front >= back)
throw new ArgumentException("Neither box size nor box position can be negative");
if (level < 0 || level >= LevelCount)
throw new ArgumentException("level must be smaller than the number of levels in this texture.");
if (data == null)
throw new ArgumentNullException("data");
var tSize = ReflectionHelpers.FastSizeOf<T>();
var fSize = Format.GetSize();
if (tSize > fSize || fSize % tSize != 0)
throw new ArgumentException("Type T is of an invalid size for the format of this texture.", "T");
if (startIndex < 0 || startIndex >= data.Length)
throw new ArgumentException("startIndex must be at least zero and smaller than data.Length.", "startIndex");
if (data.Length < startIndex + elementCount)
throw new ArgumentException("The data array is too small.");
var dataByteSize = width*height*depth*fSize;
if (elementCount * tSize != dataByteSize)
throw new ArgumentException(string.Format("elementCount is not the right size, " +
"elementCount * sizeof(T) is {0}, but data size is {1}.",
elementCount * tSize, dataByteSize), "elementCount");
}
}
}
View on GitHub (pinned to 1d71bbd0ff)
Solutions
- Size data to at least startIndex + elementCount before the call.
- Recompute elementCount as data.Length - startIndex when copying the tail.
- Match elementCount to the volume region's element requirement.
Example fix
// before var data = new float[128]; texture.SetData(0, 0,0,w, 0,h, 0,d, data, 0, 256); // after var data = new float[256]; texture.SetData(0, 0,0,w, 0,h, 0,d, data, 0, 256);
Defensive patterns
Strategy: validation
Validate before calling
int needed = startIndex + elementCount;
if (data == null || data.Length < needed)
throw new InvalidOperationException($"data needs {needed} elements, has {(data?.Length ?? 0)}");
texture.SetData(level, l, t, r, b, f, bk, data, startIndex, elementCount); Try / catch
try
{
texture.SetData(level, l, t, r, b, f, bk, data, start, count);
}
catch (ArgumentException ex) when (ex.Message == "The data array is too small.")
{
// resize data to needed size and retry
} Prevention
- Size the buffer to startIndex + elementCount.
- Account for the depth axis in volume buffers.
- Recompute elementCount from the box volume.
When it happens
Trigger: Box-level SetData/GetData with elementCount larger than the remaining elements from startIndex, or a startIndex that pushes the window past the end.
Common situations: Volume buffer sized for one mip level but used on a larger one; partial fill with a wrong count; reusing a buffer with a stale elementCount.
Related errors
- The data array is too small.
- Neither box size nor box position can be negative
- startIndex must be at least zero and smaller than data.Lengt
- startIndex must be at least zero and smaller than data.Lengt
- Area must remain inside texture bounds
AI-assisted analysis of MonoGame/MonoGame@1d71bbd0ff (2026-08-13).
Data as JSON: /api/errors/10b36b1ec316bfdb.
Report an issue: GitHub.