public void bezierVertex(float x2, float y2,
                           float x3, float y3,
                           float x4, float y4) {
    bezierInitCheck();
    bezierVertexCheck();
    PMatrix3D draw = bezierDrawMatrix;

    float[] prev = vertices[vertexCount-1];
    float x1 = prev[X];
    float y1 = prev[Y];

    float xplot1 = draw.m10*x1 + draw.m11*x2 + draw.m12*x3 + draw.m13*x4;
    float xplot2 = draw.m20*x1 + draw.m21*x2 + draw.m22*x3 + draw.m23*x4;
    float xplot3 = draw.m30*x1 + draw.m31*x2 + draw.m32*x3 + draw.m33*x4;

    float yplot1 = draw.m10*y1 + draw.m11*y2 + draw.m12*y3 + draw.m13*y4;
    float yplot2 = draw.m20*y1 + draw.m21*y2 + draw.m22*y3 + draw.m23*y4;
    float yplot3 = draw.m30*y1 + draw.m31*y2 + draw.m32*y3 + draw.m33*y4;

    for (int j = 0; j < bezierDetail; j++) {
      x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
      y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
      vertex(x1, y1);
    }
  }