remotion-dev/remotion · error · Error
Failed to create levels vertex array
Error message
Failed to create levels vertex array
What it means
Thrown by `setupLevels()` when `gl.createVertexArray()` returns `null`. A VAO allocation failing indicates the WebGL2 context is lost or out of object memory; the effect's geometry bindings cannot be captured and setup aborts.
Source
Thrown at packages/effects/src/levels.ts:228
return texture;
};
const setupLevels = (target: HTMLCanvasElement): LevelsState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('levels effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const program = createProgram(gl);
const vao = gl.createVertexArray();
if (!vao) {
throw new Error('Failed to create levels vertex array');
}
const vbo = gl.createBuffer();
if (!vbo) {
throw new Error('Failed to create levels vertex buffer');
}
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1]),
gl.STATIC_DRAW,
);
const aPos = gl.getAttribLocation(program, 'aPos');
const aUv = gl.getAttribLocation(program, 'aUv');
gl.enableVertexAttribArray(aPos);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Lower concurrency and reuse/dispose VAOs to avoid object-slot exhaustion.
- Handle `webglcontextlost` and rebuild the effect after restore.
- Restart Chrome/GPU process to clear leaked objects.
- Render on a GPU-backed environment rather than a constrained software renderer.
Defensive patterns
Strategy: try-catch
Try / catch
try {
levels({...})(...);
} catch (err) {
if (/Failed to create levels vertex array/.test(String(err))) {
console.warn('levels() VAO unavailable', err);
} else {
throw err;
}
} Prevention
- Dispose VAOs when effects unmount to avoid object-slot exhaustion.
- Keep concurrent WebGL2 contexts low.
- Handle `webglcontextlost` and rebuild on restore.
When it happens
Trigger: Context lost before VAO creation; too many VAOs allocated across concurrent effects; a non-VAO-supporting WebGL2 fallback (rare, since VAOs are core in WebGL2).
Common situations: Concurrent renders each spinning up their own VAO; a suspended/backgrounded tab whose context was torn down; VRAM/object-slot exhaustion.
Related errors
- Failed to create levels shader
- Failed to create levels shader program
- Failed to create levels texture
- Failed to create levels vertex buffer
- Failed to create WebGL vertex array
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/32e3bdebd0213ef6.
Report an issue: GitHub.