remotion-dev/remotion · critical · Error
Failed to create WebGL vertex array
Error message
Failed to create WebGL vertex array
What it means
In the `setup` callback, `gl.createVertexArray()` returned `null`. WebGL2 returns null on context loss or resource exhaustion; the program linked successfully before this step, so it is an environment/resource failure. The vertex array object is required to bind the quad geometry.
Source
Thrown at packages/brand/src/effects/metallic-swirl-effect.ts:552
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('metallic swirl effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
const vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
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
- Reduce the number of simultaneously mounted WebGL2 effects.
- Ensure effects are unmounted/disposed so their GL resources are freed.
- Update GPU drivers / use a hardware-accelerated browser with full VAO support.
- Verify the WebGL2 context is healthy before mounting many effects.
Defensive patterns
Strategy: try-catch
Validate before calling
const supportsWebGL2 = (): boolean => {
try {
const c = document.createElement('canvas');
return !!c.getContext('webgl2');
} catch {
return false;
}
}; Type guard
const hasHealthyWebGL2 = (canvas: HTMLCanvasElement): boolean => {
const gl = canvas.getContext('webgl2');
return !!gl && !gl.isContextLost();
}; Try / catch
try {
metallicSwirl({speed: 1})(...);
} catch (err) {
if (err instanceof Error && /Failed to create WebGL vertex array/.test(err.message)) {
// reduce effect count or fall back
} else {
throw err;
}
} Prevention
- Limit simultaneously mounted WebGL2 effects to avoid exhausting VAO slots.
- Dispose/unmount effects so GL objects are freed between sequences.
- Use a hardware-accelerated browser with full VAO support and current drivers.
- Recover on 'webglcontextlost' events.
When it happens
Trigger: WebGL2 context lost mid-setup; GPU object limit reached after many effects; broken/incomplete WebGL2 implementation (e.g. a software renderer without VAO support).
Common situations: Many metallic-swirl (or other WebGL2) effects mounted simultaneously; leaked VAOs across remounts; virtualized or software WebGL2 backends; long-running sessions.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL buffer
- Metallic swirl shader compile failed: ${log ?? '(no log)'}
- Metallic swirl program link failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/8f4ba58ceec69723.
Report an issue: GitHub.