remotion-dev/remotion · critical · Error

Failed to create WebGL vertex array

Error message

Failed to create WebGL vertex array

What it means

Thrown by setupNoise (packages/effects/src/noise.ts:204) when gl.createVertexArray() returns null while building the VAO that binds the noise effect's quad attributes. A null VAO means the WebGL2 context is lost or the per-context VAO budget is exhausted.

Source

Thrown at packages/effects/src/noise.ts:204

		premultipliedAlpha: true,
		alpha: true,
		preserveDrawingBuffer: true,
	});
	if (!gl) {
		throw createWebGL2ContextError('noise effect');
	}

	gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);

	const vs = compileShader(gl, gl.VERTEX_SHADER, NOISE_VS);
	const fs = compileShader(gl, gl.FRAGMENT_SHADER, NOISE_FS);
	const program = linkProgram(gl, vs, fs);
	gl.deleteShader(vs);
	gl.deleteShader(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');

View on GitHub (pinned to 78fe4bb3fd)

Solutions

  1. Run effect cleanup (gl.deleteVertexArray) between usages and limit concurrent WebGL2 effects.
  2. Render on a GPU-capable host with WebGL enabled in headless Chrome.
  3. Check gl.isContextLost() before setup and retry after restoration.

Example fix

// before
const vao = gl.createVertexArray(); // null -> throws

// after
if (gl.isContextLost()) {
  throw new Error('WebGL2 context lost; cannot create noise VAO');
}
Defensive patterns

Strategy: try-catch

Validate before calling

function canCreateNoiseVao(): boolean {
  try {
    const c = document.createElement('canvas');
    const gl = c.getContext('webgl2');
    if (!gl || gl.isContextLost()) return false;
    const v = gl.createVertexArray();
    const ok = !!v;
    if (v) gl.deleteVertexArray(v);
    return ok;
  } catch {
    return false;
  }
}

Try / catch

try {
  scene.push(noise({amount: 0.2}));
} catch (err) {
  if (/Failed to create WebGL vertex array/.test(String(err?.message))) {
    // VAO budget exhausted or context lost: omit the effect
  } else throw err;
}

Prevention

When it happens

Trigger: setupNoise creating the VAO on a lost context or after too many live VAOs; running many noise/WebGL2 effects concurrently without disposing their VAOs.

Common situations: Context loss mid-render; long Studio sessions leaking VAOs; GPU memory pressure on integrated graphics; headless render without a real GPU.

Related errors


AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12). Data as JSON: /api/errors/191a4f297eabd0cc. Report an issue: GitHub.