remotion-dev/remotion · error · Error
Failed to create WebGL vertex array
Error message
Failed to create WebGL vertex array
What it means
Thrown during setupFisheye() when gl.createVertexArray() returns null (fisheye-runtime.ts:108-111). A null VAO means the driver refused another vertex-array object — context lost or the driver's VAO ceiling reached. Without a VAO the fisheye fullscreen-quad attribute state cannot be captured, so setup fails.
Source
Thrown at packages/effects/src/fisheye/fisheye-runtime.ts:110
};
export const setupFisheye = (target: HTMLCanvasElement): FisheyeState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('fisheye effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const program = createProgram(gl, FISHEYE_VS, FISHEYE_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);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Render with the Angle backend (--gl=angle / chromiumOptions.gl='angle') for higher, consistent VAO limits.
- Reduce concurrent WebGL2 effects and reuse identical fisheye() params (calculateKey caching).
- If using the runtime directly, always call cleanupFisheye() so VAOs are recycled.
- Verify gl.isContextLost() is false and restore the context if needed.
- Update GPU drivers; older drivers leak VAOs across resets.
Example fix
// before
const vao = gl.createVertexArray();
if (!vao) {
throw new Error('Failed to create WebGL vertex array');
}
// after (cleanup discipline)
const state = setupFisheye(canvas);
try { /* applyFisheye(...) */ } finally { cleanupFisheye(state); } Defensive patterns
Strategy: try-catch
Validate before calling
const canAllocateVao = (gl: WebGL2RenderingContext): boolean => {
if (gl.isContextLost()) return false;
const probe = gl.createVertexArray();
if (!probe) return false;
gl.deleteVertexArray(probe);
return true;
}; Try / catch
import {setupFisheye, cleanupFisheye} from '@remotion/effects/fisheye-runtime';
let state;
try {
state = setupFisheye(canvas);
} catch (err) {
if (err instanceof Error && err.message === 'Failed to create WebGL vertex array') {
// reduce concurrent WebGL2 effects, retry on Angle
throw err;
}
throw err;
}
try { /* applyFisheye(state, ...) */ } finally { cleanupFisheye(state); } Prevention
- When using fisheye-runtime directly, always call cleanupFisheye() so VAOs are recycled.
- Render with Angle for higher VAO limits.
- Reduce simultaneous WebGL2 effects; reuse identical fisheye() params via calculateKey.
- Keep GPU drivers current; older drivers leak VAOs across resets.
When it happens
Trigger: setupFisheye() runs createProgram() successfully, then gl.createVertexArray() returns null. This happens on a lost context or when the driver's implementation-defined VAO limit is exhausted by many simultaneous WebGL2 effects or leaked VAOs from un-cleaned fisheye states.
Common situations: Compositions stacking numerous WebGL2 effects (each holds a VAO) on a driver with a low VAO cap; apps using fisheye-runtime without cleanupFisheye() (which would gl.deleteVertexArray); GPU process crash leaving the context lost; CI software-GL backends with tight VAO limits.
Related errors
- Failed to create WebGL vertex array
- Failed to create exposure vertex array
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL texture
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/1f3f6f5e8e48e9c8.
Report an issue: GitHub.