remotion-dev/remotion · error · Error
Failed to create WebGL texture
Error message
Failed to create WebGL texture
What it means
The final allocation in the speckle() setup is gl.createTexture() for the source sampler; if it returns null the effect throws 'Failed to create WebGL texture'. Without a texture handle speckle cannot receive the input frame, so setup aborts. Like the other speckle allocation errors, this reflects a lost/exhausted context rather than a parameter problem.
Source
Thrown at packages/effects/src/speckle.ts:259
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');
}
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.bindTexture(gl.TEXTURE_2D, null);
return {
gl,
program,
vao,
vbo,
texture,
uSource: gl.getUniformLocation(program, 'uSource'),
uResolution: gl.getUniformLocation(program, 'uResolution'),
uDensity: gl.getUniformLocation(program, 'uDensity'),View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Use ANGLE (--gl=angle / chromiumOptions.gl='angle' / Studio OpenGL=angle) for more reliable texture allocation.
- Reduce render concurrency, the number of WebGL2 effects, or output resolution to ease texture memory pressure.
- Ensure gl.deleteTexture runs on cleanup so textures are recycled.
- Render on a host with adequate GPU memory 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 texture/.test(err.message)) {
console.error('speckle() texture allocation failed (context lost/GPU memory pressure). Lower resolution or concurrency.', err);
throw err;
}
throw err;
} Prevention
- Render WebGL2 effects with ANGLE.
- Lower output resolution or concurrency to reduce texture memory pressure.
- Ensure gl.deleteTexture runs on cleanup to recycle textures.
- Render on a host with adequate GPU memory.
When it happens
Trigger: Context loss or texture-memory exhaustion at the tail of the speckle setup; reaching a driver-imposed texture-object limit with many live WebGL2 effects; GPU memory pressure from large output resolutions times many effects.
Common situations: Many parallel high-resolution renders each stacking multiple WebGL2 effects; software GPUs with low texture memory; driver crash/reset; leaked textures from effects whose cleanup never ran.
Related errors
- Failed to create WebGL texture
- Failed to create WebGL texture
- Failed to create WebGL texture
- Failed to create WebGL noise texture
- Failed to create WebGL texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/06eda44a9b3a5b8f.
Report an issue: GitHub.