public CubicBezier(BezierRenderer renderer,FloatBuffer vboBuffer,float p0x,float p0y,float p3x,float p3y,float p1x,float p1y,float p2x,float p2y,float[] color){
  this.mRenderer=renderer;
  this.starEndPoints=new float[]{p0x,p0y,p3x,p3y};
  this.controlPoints=new float[]{p1x,p1y,p2x,p2y};
  this.color=color;
  final int buffers[]=new int[1];
  GLES20.glGenBuffers(1,buffers,0);
  GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER,buffers[0]);
  GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,vboBuffer.capacity() * Const.BYTES_PER_FLOAT,vboBuffer,GLES20.GL_STATIC_DRAW);
  GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER,0);
  mBufferId=buffers[0];
  vboBuffer=null;
}

public CubicBezier ( BezierRenderer renderer , FloatBuffer vboBuffer , float p0x , float p0y , float p3x , float p3y , float p1x , float p1y , float p2x , float p2y , float [ ] color ) { this . mRenderer = renderer ; this . starEndPoints = new float [ ] { p0x , p0y , p3x , p3y } ; this . controlPoints = new float [ ] { p1x , p1y , p2x , p2y } ; this . color = color ; final int buffers [ ] = new int [ 1 ] ; GLES20 . glGenBuffers ( 1 , buffers , 0 ) ; GLES20 . glBindBuffer ( GLES20 . GL_ARRAY_BUFFER , buffers [ 0 ] ) ; GLES20 . glBufferData ( GLES20 . GL_ARRAY_BUFFER , vboBuffer . capacity ( ) * Const . BYTES_PER_FLOAT , vboBuffer , GLES20 . GL_STATIC_DRAW ) ; GLES20 . glBindBuffer ( GLES20 . GL_ARRAY_BUFFER , 0 ) ; mBufferId = buffers [ 0 ] ; vboBuffer = null ; }
creates a cubic bezier renderable
