remotion-dev/remotion · error · Error
Failed to create WebGL texture
Error message
Failed to create WebGL texture
What it means
pattern() allocates a texture to receive the source image. gl.createTexture() returns null when the context is lost or the driver refuses the allocation (e.g. texture limits hit). This guard fails before bindTexture/texParameteri would operate on null.
Source
Thrown at packages/effects/src/pattern.ts:495
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_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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.bindTexture(gl.TEXTURE_2D, null);
return {
gl,
program,
vao,
vbo,
texture,
uniforms: {
uSource: gl.getUniformLocation(program, 'uSource'),
uResolution: gl.getUniformLocation(program, 'uResolution'),View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Keep a live WebGL2 context (handle webglcontextlost/restored).
- Reduce the number of textures loaded simultaneously in the composition.
- Lower source image resolutions where possible.
- Use a GPU/SwiftShader backend with adequate texture limits in headless rendering.
Defensive patterns
Strategy: try-catch
Try / catch
try {
initPattern(canvas); // allocates the source texture
} catch (err) {
if (isContextLost(canvas)) waitForRestore(canvas).then(initPattern);
else throw err;
} Prevention
- Keep a live WebGL2 context (handle webglcontextlost/restored).
- Reduce the number of simultaneously loaded textures in the composition.
- Lower source image resolutions to stay within the GPU texture budget.
- Use a headless backend with adequate texture limits (SwiftShader or real GPU).
When it happens
Trigger: Reached in pattern()'s initializer after the VAO/VBO are set up and unbound. gl.createTexture() returns null due to context loss or because the composition has exhausted the driver's texture budget.
Common situations: Compositions with many image/effect layers exceeding texture limits; context loss during render; headless GPU with a low texture cap; long-running Studio sessions.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
- Failed to create WebGL texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/111162bb91bca85e.
Report an issue: GitHub.