remotion-dev/remotion · error · Error
Failed to create WebGL buffer
Error message
Failed to create WebGL buffer
What it means
Internal error from the `rings()` effect setup: `gl.createBuffer()` returned `null` while allocating the vertex buffer that backs the fullscreen quad. Environment-level allocation failure — not user-param related. The buffer holds a fixed 16-float `Float32Array` (4 vertices × pos+uv), so the data size cannot be the cause.
Source
Thrown at packages/effects/src/rings.ts:372
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const program = createProgram(gl, RINGS_VS, RINGS_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 colorCanvas = document.createElement('canvas');
colorCanvas.width = 1;
colorCanvas.height = 1;
const colorCtx = colorCanvas.getContext('2d', {willReadFrequently: true});View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Reload the page or restart the render.
- Reduce concurrent effect count.
- Update drivers / use hardware acceleration.
- Add context-loss handling so buffers are freed and re-allocated on restore.
Defensive patterns
Strategy: try-catch
Validate before calling
const canAllocateBuffer = (): boolean => {
try {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl) return false;
const b = gl.createBuffer();
if (b) gl.deleteBuffer(b);
return !!b;
} catch {
return false;
}
}; Try / catch
try {
rings()({...});
} catch (err) {
if (err instanceof Error && /Failed to create WebGL buffer/.test(err.message)) {
// reduce active effects and retry
} else {
throw err;
}
} Prevention
- Feature-detect buffer allocation before mounting effects.
- Reduce concurrent effect count to free buffer objects.
- Call the effect `cleanup` on unmount to release buffers.
- Handle context loss/restore to rebuild buffers.
When it happens
Trigger: WebGL2 context lost between VAO creation and buffer creation; GPU buffer object limit reached from many effects; software GL backend with strict buffer caps.
Common situations: Heavy compositions in Studio; CI on memory-starved GPU runners; systems recovering from a GPU process crash.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL texture
- Failed to create WebGL vertex array
- Failed to create WebGL shader
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/ac7f75859eddc298.
Report an issue: GitHub.