remotion-dev/remotion · critical · Error
Failed to create WebGL vertex array
Error message
Failed to create WebGL vertex array
What it means
A plain Error thrown inside setup in the Liquid contours effect when gl.createVertexArray() returns null. The VAO holds the quad's attribute bindings; without it the effect cannot draw, so setup aborts right after createProgram and before buffer allocation.
Source
Thrown at packages/effects/src/liquid-contours.ts:331
gl.deleteProgram(program);
throw new Error(
`Liquid contours program link failed: ${log ?? '(no log)'}`,
);
}
return program;
};
const setup = (target: HTMLCanvasElement): LiquidContoursState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) throw createWebGL2ContextError('liquid contours effect');
const program = createProgram(gl);
const vao = gl.createVertexArray();
if (!vao) throw new Error('Failed to create WebGL vertex array');
gl.bindVertexArray(vao);
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,
new Float32Array([-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1]),
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 colorCanvas = document.createElement('canvas');
colorCanvas.width = 1;View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Reduce concurrent renders / browser contexts.
- Handle webglcontextlost and re-run the effect on webglcontextrestored.
- Use a render host with a robust WebGL2 implementation.
Defensive patterns
Strategy: try-catch
Validate before calling
function canAllocateVao(): boolean {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl) return false;
return !!gl.createVertexArray();
} Try / catch
try {
liquidContours(...);
} catch (err) {
if (err instanceof Error && /WebGL vertex array/.test(err.message)) {
// restart context / lower concurrency, then retry
} else throw err;
} Prevention
- Limit concurrent GL contexts so VAOs stay allocatable.
- Handle webglcontextlost / webglcontextrestored and rebuild the effect.
- Render on a host with a robust WebGL2 implementation.
When it happens
Trigger: WebGL2 context is alive but cannot allocate a VAO — resource exhaustion or context loss. Not param-dependent; runs on every Liquid contours effect setup after the program is linked.
Common situations: Concurrent render saturation of GPU objects; a leaked context; flaky VAO support in software GL; a context-loss race.
Related errors
- Failed to create levels vertex array
- Failed to create WebGL vertex array
- Failed to create WebGL vertex array
- Failed to create WebGL shader
- Failed to create WebGL program
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/87df2b9e7d515473.
Report an issue: GitHub.