remotion-dev/remotion · critical · Error
Failed to create WebGL texture
Error message
Failed to create WebGL texture
What it means
Thrown inside setupNoiseDisplacement (packages/effects/src/noise-displacement.ts:495) when gl.createTexture() returns null while creating the source texture used to upload each frame for the noiseDisplacement effect. Per the WebGL spec a null texture means the context is lost, GPU memory is exhausted, or the per-context texture count is maxed out. Setup is on the first apply, so this stops the Remotion render frame.
Source
Thrown at packages/effects/src/noise-displacement.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
- Make sure effect cleanup runs between compositions so gl.deleteTexture reclaims textures, and cap simultaneous WebGL2 effects.
- Render on a GPU-equipped host (or enable WebGL in headless Chrome) so texture allocation succeeds.
- Handle 'webglcontextlost' on the canvas and re-render after restoration.
- Fall back to rendering the composition without noiseDisplacement on environments that cannot allocate the texture.
Example fix
// before
const gl = canvas.getContext('webgl2');
const tex = gl.createTexture(); // returns null -> throws
// after: detect allocation failure and degrade gracefully
const tex = gl.createTexture();
if (!tex) {
throw new Error('noiseDisplacement unavailable on this GPU; falling back');
} Defensive patterns
Strategy: try-catch
Validate before calling
function canAllocateNoiseDisplacementTexture(): boolean {
try {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl || gl.isContextLost()) return false;
const t = gl.createTexture();
const ok = !!t;
if (t) gl.deleteTexture(t);
return ok;
} catch {
return false;
}
} Try / catch
try {
scene.push(noiseDisplacement({center: [0.5, 0.5], radius: 0.4}));
} catch (err) {
if (/Failed to create WebGL texture/.test(String(err?.message))) {
// fall back: omit the effect
} else throw err;
} Prevention
- Dispose textures via cleanup between compositions.
- Limit concurrent WebGL2 effects and avoid huge frame sizes on low-memory GPUs.
- Handle webglcontextlost/restored on the canvas.
- Use GPU-enabled headless Chrome for renders that use WebGL2 effects.
When it happens
Trigger: noiseDisplacement({...}) running when the WebGL2 context is lost or GPU memory is exhausted; many effects allocating textures concurrently past the implementation's live-texture limit; rendering very large frame sizes that exhaust texture memory.
Common situations: Long-running Studio sessions that leak textures; GPU-less headless render hosts; mobile or integrated-GPU machines with low texture memory; a GPU process crash during a render batch.
Related errors
- Failed to create WebGL buffer
- 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/81b138013cf2ce09.
Report an issue: GitHub.