{"record":{"id":"35b659edce68eab9","repo":"BabylonJS/Babylon.js","slug":"unable-to-create-webgl-texture","errorCode":null,"errorMessage":"Unable to create webGL texture","messagePattern":"Unable to create webGL texture","errorType":"exception","errorClass":null,"httpStatus":null,"severity":"critical","filePath":"packages/dev/core/src/Engines/WebGL/webGLHardwareTexture.ts","lineNumber":26,"sourceCode":"\r\n    // There can be multiple buffers for a single WebGL texture because different layers of a 2DArrayTexture / 3DTexture\r\n    // or different faces of a cube texture can be bound to different render targets at the same time.\r\n    // eslint-disable-next-line @typescript-eslint/naming-convention\r\n    private _MSAARenderBuffers: Nullable<WebGLRenderbuffer[]> = null;\r\n\r\n    // Set to true once GPU memory has been allocated for the texture (used only for compressed textures with mipmaps).\r\n    public memoryAllocated?: boolean;\r\n\r\n    public get underlyingResource(): Nullable<WebGLTexture> {\r\n        return this._webGLTexture;\r\n    }\r\n\r\n    constructor(existingTexture: Nullable<WebGLTexture> = null, context: WebGLRenderingContext) {\r\n        this._context = context;\r\n        if (!existingTexture) {\r\n            existingTexture = context.createTexture();\r\n            if (!existingTexture) {\r\n                throw new Error(\"Unable to create webGL texture\");\r\n            }\r\n        }\r\n        this.set(existingTexture);\r\n    }\r\n\r\n    public setUsage(): void {}\r\n\r\n    public set(hardwareTexture: WebGLTexture) {\r\n        this._webGLTexture = hardwareTexture;\r\n    }\r\n\r\n    public reset() {\r\n        this._webGLTexture = null as any;\r\n        this._MSAARenderBuffers = null;\r\n    }\r\n\r\n    public addMSAARenderBuffer(buffer: WebGLRenderbuffer) {\r\n        if (!this._MSAARenderBuffers) {\r","sourceCodeStart":8,"sourceCodeEnd":44,"githubUrl":"https://github.com/BabylonJS/Babylon.js/blob/0592b347b8a4ee0236089ea86a749cacfdb266d8/packages/dev/core/src/Engines/WebGL/webGLHardwareTexture.ts#L8-L44","documentation":"The WebGLHardwareTexture constructor asks the WebGL context for a new texture when none is supplied; if context.createTexture() returns null the engine throws because no texture object can be allocated. A null return typically indicates the WebGL context is lost or otherwise invalid.","triggerScenarios":"Creating a texture via the WebGL engine when the underlying WebGLRenderingContext can no longer allocate resources - most commonly after a context-lost event, or creating a hardware texture with an invalid/terminated context.","commonSituations":"GPU driver reset or tab backgrounding causing WebGL context loss; too many live contexts in one page; calling texture creation after engine.dispose(); low GPU memory situations.","solutions":["Listen for the engine's onContextLost / webglcontextlost event and rebuild the engine (or restore contexts) before creating new textures.","Check engine.isDisposed and the context validity before creating textures.","Reduce simultaneous WebGL contexts and free unused textures/dispose engine resources to relieve GPU memory pressure."],"exampleFix":"// before\nconst tex = engine.createTexture(url); // after context lost -> throws\n// after\nengine.onContextLostObservable.add(() => rebuildEngine());\nif (!engine.isDisposed) { const tex = engine.createTexture(url); }","handlingStrategy":"try-catch","validationCode":"if (engine.isDisposed || !engine._gl || engine._gl.isContextLost()) {\n  throw new Error('WebGL context unavailable; recreate the engine before creating textures');\n}","typeGuard":"function hasValidWebGLContext(engine: BABYLON.Engine): boolean {\n  const gl = engine._gl as WebGLRenderingContext | undefined;\n  return !!gl && !gl.isContextLost();\n}","tryCatchPattern":"engine.onContextLostObservable.add(() => scheduleEngineRebuild());\ntry {\n  const tex = engine.createTexture(url);\n} catch (e) {\n  if (String(e.message).includes('Unable to create webGL texture')) {\n    rebuildEngine(); // restore context then retry once\n    const tex = engine.createTexture(url);\n  } else throw e;\n}","preventionTips":["Subscribe to onContextLost and rebuild the engine before doing further GPU work.","Limit the number of simultaneous WebGL contexts per page.","Dispose unused textures and materials to avoid GPU resource exhaustion.","Check gl.isContextLost() before heavy resource creation."],"tags":["babylonjs","webgl","texture","context-lost","gpu"],"backgroundTag":"webgl-context-lost","analyzedSha":"0592b347b8a4ee0236089ea86a749cacfdb266d8","analyzedAt":"2026-08-30T15:11:20.442Z","schemaVersion":2},"datasetVersion":"2026-08-30T18:17:15.746Z"}