executeTexImage2D = function () {
      var canvas2d = document.createElement('canvas');

      try { // new way.
        curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, canvas2d);
        executeTexImage2D = function(texture) {
          curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, texture);
        };
      } catch (e) {
        executeTexImage2D = function(texture) {
          curContext.texImage2D(curContext.TEXTURE_2D, 0, texture, false);
        };
      }

      executeTexImage2D.apply(this, arguments);
    }
Specifies vertex coordinates for Bezier curves. Each call to <b>bezierVertex()</b> defines the position of two control
points and one anchor point of a Bezier curve, adding a new segment to a line or shape. The first time
<b>bezierVertex()</b> is used within a <b>beginShape()</b> call, it must be prefaced with a call to <b>vertex()</b>
to set the first anchor point. This function must be used between <b>beginShape()</b> and <b>endShape()</b> and only
when there is no MODE parameter specified to <b>beginShape()</b>. Using the 3D version of requires rendering with P3D
or OPENGL (see the Environment reference for more information). <br /> <br /> <b>NOTE: </b> Fill does not work properly yet.

@param {float | int} cx1 The x-coordinate of 1st control point
@param {float | int} cy1 The y-coordinate of 1st control point
@param {float | int} cz1 The z-coordinate of 1st control point
@param {float | int} cx2 The x-coordinate of 2nd control point
@param {float | int} cy2 The y-coordinate of 2nd control point
@param {float | int} cz2 The z-coordinate of 2nd control point
@param {float | int} x   The x-coordinate of the anchor point
@param {float | int} y   The y-coordinate of the anchor point
@param {float | int} z   The z-coordinate of the anchor point

@see curveVertex
@see vertex
@see bezier