emilk/egui · error
Tried to update a texture that has not been allocated yet.
Error message
Tried to update a texture that has not been allocated yet.
What it means
egui_wgpu::Renderer::update_texture removes the texture record from its internal map before rebuilding it; if no texture was allocated under that TextureId, the map remove returns None and the renderer panics with 'Tried to update a texture that has not been allocated yet.' Update only works on existing allocations — creating one requires register_native_texture or free_texture/allocation via egui.
Solutions
- Allocate the texture first (via egui's texture allocator / renderer textures map) before calling update_texture.
- Guard updates so they only run for TextureIds currently registered; skip or allocate-on-demand otherwise.
- Don't free_texture an id you still plan to update later in the same session; verify id provenance across Renderer instances.
Example fix
// before renderer.update_texture(&device, &queue, tex_id, &rgba_image); // tex_id never allocated // after let tex_id = renderer.register_native_texture(&device, &texture_view, wgpu::FilterMode::Linear); renderer.update_texture(&device, &queue, tex_id, &rgba_image);
Defensive patterns
Strategy: validation
Validate before calling
// Check allocation first:
if !renderer.textures.read().unwrap().contains_key(&tex_id) { /* allocate before update */ } Type guard
fn texture_allocated(renderer: &egui_wgpu::Renderer, id: egui::TextureId) -> bool { renderer.textures.read().map(|t| t.contains_key(&id)).unwrap_or(false) } Try / catch
// Panic on missing id; pre-validate ids in app code: keep a HashSet<TextureId> of allocated ids and check before update_texture.
Prevention
- Track every TextureId you allocate and free; update only live ids.
- Allocate textures lazily on first update if id not yet known.
- Avoid sharing TextureIds across multiple Renderer instances.
When it happens
Trigger: Calling renderer.update_texture with a TextureId that was never allocated (never passed via egui's texture management or register_native_texture), or one already freed with free_texture; also updating the special user texture id (TextureId::User) that was never registered.
Common situations: Off-by-one or stale TextureId after a texture was freed and reallocated; egui app updates a texture in a callback before the first allocation frame; mixing textures across two Renderer instances; using a native texture handle id with update_texture instead of the proper path.
Understand the failure class
Background: 'Could not be found', 'does not exist', 'not found in database': the resource-not-found family when an ID, slug, key, or URI lookup comes back empty — this error's family across 20 libraries.
Related errors
- Tried to update user texture.
- You must call .update_buffers() before .render()
- Failed to create image
- Failed to create render state
- Failed to create staging buffer for index data. Index count
AI-assisted analysis of emilk/egui@441971a776 (2026-09-12).
Data as JSON: /api/errors/df3c0acddbc99695.
Report an issue: GitHub.
Appendix: source
Thrown at crates/egui-wgpu/src/renderer.rs:699
},
size,
);
};
// Use same label for all resources associated with this texture id (no point in retyping the type)
let label_str = format!("egui_texid_{id:?}");
let label = Some(label_str.as_str());
let (texture, origin, bind_group) = if let Some(pos) = image_delta.pos {
// update the existing texture
let Texture {
texture,
bind_group,
options,
} = self
.textures
.remove(&id)
.expect("Tried to update a texture that has not been allocated yet.");
let texture = texture.expect("Tried to update user texture.");
let options = options.expect("Tried to update user texture.");
let origin = wgpu::Origin3d {
x: pos[0] as u32,
y: pos[1] as u32,
z: 0,
};
(
texture,
origin,
// If the TextureOptions are the same as the previous ones, we can reuse the bind group. Otherwise we
// have to recreate it.
if image_delta.options == options {
Some(bind_group)
} else {
None
},View on GitHub (pinned to 441971a776)