remotion-dev/remotion · error · Error
Failed to create WebGL vertex array
Error message
Failed to create WebGL vertex array
What it means
The shine() effect's setup function calls gl.createVertexArray() to create a VAO for its fullscreen quad geometry. If the WebGL2 context returns null, the effect throws this Error. This indicates the context was created but cannot allocate a vertex array object — a sign of GPU resource starvation or a context in a degraded state.
Source
Thrown at packages/effects/src/shine.ts:259
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('shine effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const vs = compileShader(gl, gl.VERTEX_SHADER, SHINE_VS);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, SHINE_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
- Ensure GPU-accelerated WebGL2 is available (proper Chrome flags, Lambda layer, or runner).
- Lower render concurrency to reduce the number of live WebGL2 contexts.
- Verify context health by checking for 'webglcontextlost' events.
- Upgrade GPU drivers or move to a host with hardware WebGL2 support.
Example fix
null
Defensive patterns
Strategy: try-catch
Validate before calling
// Probe VAO allocation capability
function canCreateVao(canvas: HTMLCanvasElement): boolean {
const gl = canvas.getContext('webgl2');
if (!gl) return false;
const vao = gl.createVertexArray();
const ok = vao !== null;
if (vao) gl.deleteVertexArray(vao);
return ok;
} Type guard
null
Try / catch
try {
shine({ progress: 0.5 });
} catch (e) {
if (e instanceof Error && e.message === 'Failed to create WebGL vertex array') {
console.warn('WebGL2 VAO allocation failed');
} else {
throw e;
}
} Prevention
- Ensure GPU-accelerated WebGL2 is available.
- Reduce concurrency to limit simultaneous VAO allocations.
- Handle context-loss events.
- Keep GPU drivers updated.
When it happens
Trigger: Calling shine() in an environment where the WebGL2 context exists but VAO allocation fails — headless Chrome without GPU acceleration, a GPU under memory pressure, or a context that experienced a loss event.
Common situations: CI runners with software rendering (SwiftShader); high-concurrency renders creating many simultaneous WebGL2 contexts; Remotion Lambda with a misconfigured or outdated Chrome layer; transient context loss during setup.
Related errors
- Failed to create WebGL vertex array
- Failed to create WebGL vertex array
- Failed to create WebGL vertex array
- Failed to create shadows and highlights vertex array
- Failed to create shadows and highlights vertex buffer
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/2c705bafa41dd5b0.
Report an issue: GitHub.