remotion-dev/remotion · error · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
After binding the VAO, the speckle() setup calls gl.createBuffer() for the quad vertex data; if it returns null the effect throws 'Failed to create WebGL buffer'. A null VBO means the context is lost or out of buffer resources, so there is nowhere to upload the Float32Array geometry and setup aborts.
Source
Thrown at packages/effects/src/speckle.ts:242
const fs = compileShader(gl, gl.FRAGMENT_SHADER, SPECKLE_FS);
const program = linkProgram(gl, vs, fs);
gl.deleteShader(vs);
gl.deleteShader(fs);
const vao = gl.createVertexArray();
if (!vao) {
throw new Error('Failed to create WebGL vertex array');
}
gl.bindVertexArray(vao);
const data = new Float32Array([
-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1,
]);
const vbo = gl.createBuffer();
if (!vbo) {
throw new Error('Failed to create WebGL buffer');
}
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
const aPos = gl.getAttribLocation(program, 'aPos');
const aUv = gl.getAttribLocation(program, 'aUv');
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(aUv);
gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
gl.bindVertexArray(null);
const texture = gl.createTexture();
if (!texture) {
throw new Error('Failed to create WebGL texture');
}View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Force ANGLE (--gl=angle / chromiumOptions.gl='angle' / Studio OpenGL=angle).
- Lower render concurrency and reduce simultaneous WebGL2 effects.
- Ensure gl.deleteBuffer runs on cleanup so buffers are recycled.
- Render on a machine with adequate GPU resources and supported drivers.
Example fix
// before
await renderMedia({ composition, serveUrl, chromiumOptions: {} });
// after
await renderMedia({ composition, serveUrl, chromiumOptions: { gl: 'angle' } }); Defensive patterns
Strategy: try-catch
Validate before calling
function webgl2Available(): boolean {
try {
return !!document.createElement('canvas').getContext('webgl2');
} catch {
return false;
}
} Try / catch
try {
await renderMedia({ composition, codec: 'h264', chromiumOptions: { gl: 'angle' } });
} catch (err) {
if (err instanceof Error && /Failed to create WebGL buffer/.test(err.message)) {
console.error('speckle() VBO allocation failed (context lost/exhausted). Lower concurrency or switch GL backend.', err);
throw err;
}
throw err;
} Prevention
- Render WebGL2 effects with ANGLE and modest concurrency.
- Confirm gl.deleteBuffer runs on cleanup to recycle buffers.
- Avoid leaking effects whose cleanup never runs.
- Render on a host with adequate GPU resources.
When it happens
Trigger: Context loss or buffer-object exhaustion during the speckle setup; hitting a driver-imposed buffer-object limit with many live WebGL2 effects allocating geometry simultaneously.
Common situations: Many parallel renders each using multiple WebGL2 effects; long-running renders leaking VBOs; software-GPU environments with low buffer caps; driver crash/reset between VAO and buffer creation.
Related errors
- Failed to create WebGL buffer
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/098b393ac3222321.
Report an issue: GitHub.