remotion-dev/remotion · critical · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
A plain Error thrown inside setup in the Liquid contours effect when gl.createBuffer() returns null. The buffer holds the static full-screen quad data; allocation failure means geometry cannot be uploaded and the effect aborts.
Source
Thrown at packages/effects/src/liquid-contours.ts:334
);
}
return program;
};
const setup = (target: HTMLCanvasElement): LiquidContoursState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) throw createWebGL2ContextError('liquid contours effect');
const program = createProgram(gl);
const vao = gl.createVertexArray();
if (!vao) throw new Error('Failed to create WebGL vertex array');
gl.bindVertexArray(vao);
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,
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);
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 colorCanvas = document.createElement('canvas');
colorCanvas.width = 1;
colorCanvas.height = 1;
const colorCtx = colorCanvas.getContext('2d', {willReadFrequently: true});
if (!colorCtx)View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Lower render concurrency.
- Ensure previous effects/contexts are disposed so buffers are reclaimed.
- Render on a host with adequate GPU memory / a stable GL backend.
Defensive patterns
Strategy: try-catch
Validate before calling
function canAllocateBuffer(): boolean {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl) return false;
return !!gl.createBuffer();
} Try / catch
try {
liquidContours(...);
} catch (err) {
if (err instanceof Error && /WebGL buffer/.test(err.message)) {
// free buffers / reduce concurrency, then retry
} else throw err;
} Prevention
- Dispose of finished effects/contexts so GL buffers are reclaimed.
- Lower render concurrency to stay within GPU buffer limits.
- Use a render host with adequate GPU memory.
When it happens
Trigger: WebGL2 context is alive but cannot allocate a buffer object — GPU memory exhaustion or context loss. Reached immediately after the VAO is created and bound, before bufferData with the quad Float32Array.
Common situations: Heavy concurrent rendering saturating GPU memory; leaked GL objects; headless software GL with a small buffer budget; a transient context-loss event.
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 buffer
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/8d1bea437c5ed296.
Report an issue: GitHub.