remotion-dev/remotion · critical · Error

Failed to create WebGL buffer

Error message

Failed to create WebGL buffer

What it means

During zoomBlur setup, `gl.createBuffer()` returned `null`, meaning the WebGL2 context could not allocate a vertex buffer object for the fullscreen-quad geometry. This is a resource-exhaustion or context-loss condition, not a user parameter issue.

Solutions

  1. Reduce the number of concurrent WebGL effects.
  2. Handle context loss and recreate effect state.
  3. Update GPU drivers.
  4. Ensure effect cleanup (`cleanupZoomBlur`) is called to free GL objects.
Defensive patterns

Strategy: try-catch

Try / catch

try {
  zoomBlur({ amount: 40 });
} catch (err) {
  if (err instanceof Error && err.message.includes('WebGL buffer')) {
    console.error('VBO creation failed:', err.message);
  } else {
    throw err;
  }
}

Prevention

When it happens

Trigger: WebGL2 context lost, GPU buffer/object limit reached from many concurrent effects, or a degraded driver state.

Common situations: Compositions stacking many WebGL2 effects, context loss after GPU reset, rendering on hardware with tight WebGL2 object limits, or long-running sessions that leak GL objects.

Related errors


AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12). Data as JSON: /api/errors/33420e5d1d661953. Report an issue: GitHub.

Appendix: source

Thrown at packages/effects/src/zoom-blur/zoom-blur-runtime.ts:118

	}

	gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);

	const program = createProgram(gl, ZOOM_BLUR_VS, ZOOM_BLUR_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);

	gl.enableVertexAttribArray(0);
	gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
	gl.enableVertexAttribArray(1);
	gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
	gl.bindVertexArray(null);

	const textureSource = createRgbaTexture(gl);

	return {
		gl,
		program,
		vao,
		vbo,

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