remotion-dev/remotion · critical · Error
Failed to create WebGL vertex array
Error message
Failed to create WebGL vertex array
What it means
During thermal vision effect `setup`, `gl.createVertexArray()` returned `null`. A VAO could not be allocated, indicating context loss or GL resource exhaustion. The error fires after the program is created and shaders are deleted, before geometry upload.
Solutions
- Reduce concurrent webgl2 effects.
- Restart the render/session to reset GL state.
- Verify headless browser WebGL2 support.
- Handle `webglcontextlost` to recreate contexts.
Defensive patterns
Strategy: fallback
Try / catch
try {
thermalVision({...params});
} catch (e) {
if (/Failed to create WebGL vertex array/.test((e as Error).message)) {
renderFallbackFrame();
} else throw e;
} Prevention
- Reduce concurrent webgl2 effects to limit VAO pressure.
- Listen for `webglcontextlost` and rebuild VAOs on restore.
- Restart long-running sessions to release leaked GL resources.
When it happens
Trigger: Context lost between program creation and VAO allocation; driver out of VAO resources; destroyed/degraded GL context.
Common situations: High concurrent webgl2 effect count; long sessions after a driver reset; restrictive headless WebGL2 backends.
Related errors
- Failed to create WebGL buffer
- Failed to create WebGL program
- Failed to create WebGL shader
- Failed to create WebGL texture
- Failed to create WebGL vertex array
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/a802a688f830d257.
Report an issue: GitHub.
Appendix: source
Thrown at packages/effects/src/thermal-vision.ts:241
};
const setupThermalVision = (target: HTMLCanvasElement): ThermalVisionState => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('thermal vision effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const program = createProgram(gl, THERMAL_VISION_VS, THERMAL_VISION_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)