{"record":{"id":"8f0b2e58a61b31d1","repo":"remotion-dev/remotion","slug":"failed-to-create-webgl-framebuffer-8f0b2e","errorCode":null,"errorMessage":"Failed to create WebGL framebuffer","messagePattern":"Failed to create WebGL framebuffer","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"critical","filePath":"packages/effects/src/radial-progressive-blur/radial-progressive-blur-runtime.ts","lineNumber":181,"sourceCode":"\t\tthrow new Error('Failed to create WebGL buffer');\n\t}\n\n\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\n\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n\n\tgl.enableVertexAttribArray(0);\n\tgl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);\n\tgl.enableVertexAttribArray(1);\n\tgl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);\n\n\tgl.bindVertexArray(null);\n\n\tconst textureSource = createRgbaTexture(gl);\n\tconst textureIntermediate = createRgbaTexture(gl);\n\n\tconst framebuffer = gl.createFramebuffer();\n\tif (!framebuffer) {\n\t\tthrow new Error('Failed to create WebGL framebuffer');\n\t}\n\n\tconst w = Math.max(1, target.width);\n\tconst h = Math.max(1, target.height);\n\tgl.bindTexture(gl.TEXTURE_2D, textureIntermediate);\n\tgl.texImage2D(\n\t\tgl.TEXTURE_2D,\n\t\t0,\n\t\tgl.RGBA,\n\t\tw,\n\t\th,\n\t\t0,\n\t\tgl.RGBA,\n\t\tgl.UNSIGNED_BYTE,\n\t\tnull,\n\t);\n\tgl.bindTexture(gl.TEXTURE_2D, null);\n","sourceCodeStart":163,"sourceCodeEnd":199,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/radial-progressive-blur/radial-progressive-blur-runtime.ts#L163-L199","documentation":"The radial-progressive-blur runtime creates a framebuffer object (FBO) to render the intermediate blur pass off-screen. If gl.createFramebuffer() returns null, the context cannot provide the render target, usually because it is lost or its object pool is exhausted.","triggerScenarios":"Calling setupRadialProgressiveBlur() on a context that has been lost or that has exhausted its framebuffer object allocation.","commonSituations":"Mobile GPUs with tight FBO limits; accumulated GL resource leaks; GPU process crash causing context loss; too many off-screen render passes across concurrent effects.","solutions":["Listen for and handle context loss/restoration events","Dispose of effects and their FBOs when no longer needed","Reduce the count of concurrent WebGL2 effects using off-screen buffers","Render on a GPU with a larger framebuffer object limit"],"exampleFix":null,"handlingStrategy":"retry","validationCode":null,"typeGuard":null,"tryCatchPattern":"canvas.addEventListener('webglcontextlost', (e) => { e.preventDefault(); }, false);\ncanvas.addEventListener('webglcontextrestored', () => {\n  // re-initialize effects, re-creating framebuffers\n}, false);","preventionTips":["Handle context loss/restoration events","Dispose of effects to free framebuffer objects","Reduce concurrent off-screen render passes"],"tags":["webgl","gpu","framebuffer","resource-exhaustion","context-lost","radial-progressive-blur"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T23:17:12.415Z"}