remotion-dev/remotion · error · Error
Failed to create WebGL texture
Error message
Failed to create WebGL texture
What it means
The shine() effect's setup function calls gl.createTexture() to allocate the source texture that will receive the input frame each render. If the WebGL2 driver returns null, the effect throws this Error. Texture allocation failure typically indicates VRAM exhaustion or a context that lost its resources after creation.
Source
Thrown at packages/effects/src/shine.ts:287
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,
uSource: gl.getUniformLocation(program, 'uSource'),
uResolution: gl.getUniformLocation(program, 'uResolution'),
uBandNormal: gl.getUniformLocation(program, 'uBandNormal'),View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Reduce output resolution or render in segments to lower per-frame texture memory.
- Lower concurrency so fewer effect textures are live simultaneously.
- Ensure GPU hardware acceleration is active in the render environment.
- Run on a host with adequate VRAM for the target resolution.
Example fix
null
Defensive patterns
Strategy: try-catch
Validate before calling
// Probe texture allocation capability
function canCreateTexture(canvas: HTMLCanvasElement): boolean {
const gl = canvas.getContext('webgl2');
if (!gl) return false;
const tex = gl.createTexture();
const ok = tex !== null;
if (tex) gl.deleteTexture(tex);
return ok;
} Type guard
null
Try / catch
try {
shine({ progress: 0.5 });
} catch (e) {
if (e instanceof Error && e.message === 'Failed to create WebGL texture') {
console.warn('WebGL2 texture allocation failed — try reducing resolution');
} else {
throw e;
}
} Prevention
- Reduce output resolution to lower per-frame texture memory.
- Lower concurrency so fewer effect textures are live simultaneously.
- Ensure GPU hardware acceleration is active.
- Use a host with adequate VRAM for the target resolution.
When it happens
Trigger: Calling shine() when the GPU cannot allocate a texture — VRAM exhaustion from large frame sizes, too many simultaneous textures across effect instances, or a software renderer with hard texture limits. Especially common when rendering at 4K or higher with multiple WebGL2 effects.
Common situations: High-resolution renders (4K, 8K) that exceed software renderer texture caps; many concurrent effects each holding their own texture; SwiftShader or llvmpipe backends with limited texture memory; a context-loss event invalidating resources.
Related errors
- Failed to create WebGL texture
- Failed to create WebGL texture
- Failed to create WebGL texture
- Failed to create WebGL texture
- Failed to create WebGL texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/94d671851dc2d6bd.
Report an issue: GitHub.