I'm trying to make Bezier curve by control point.
I have some examples and followed it. But it did not work.
It shows the line is going to (0, 0) points during working.
I still don't get it why.

Here's the code in the C++ language, using OpenGL.
#define _CRT_SECURE_NO_WARNINGS
#include <Windows.h>
#include <gl/glut.h>
#include <gl/GLU.h>
#include <gl/GL.h>
#include <math.h>
#define CTRL_COUNT 100
void display();
void init();
float getNextBezierPointX(float t);
float getNextBezierPointY(float t);
void drawline();
int ctrlPointsCount;
int ctrlPointsX[CTRL_COUNT], ctrlPointsY[CTRL_COUNT];
int X1[20] = { 10,15,20,25,30,35,40,45,50,55,60,65,70,75,80,85,90,95,100,105 };
int Y1[20] = { 50,60,40,70,40,60,35,80,45,55,30,60,40,60,40,55,35,70,40,50 };
void main(int argc, char *argv[]) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowSize(500, 500);
    glutInitWindowPosition(500, 300);
    glutCreateWindow("Bezier");
    glutDisplayFunc(display);
    init();
    glutMainLoop();
}
void display() {
    glClear(GL_COLOR_BUFFER_BIT);
    glColor3f(1.0, 0.0, 0.0);
    ctrlPointsCount = 20;
    for (int i = 0; i < 20; i++) {
        ctrlPointsX[i] = X1[i];
        ctrlPointsY[i] = Y1[i];
    }
    drawline();
    glFlush();
}
void init() {
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glColor3f(1.0, 0.0, 0.0);
    glPointSize(8.0);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0.0, 128.0, 0.0, 96.0);
}
float getNextBezierPointX(float t) {
    float x = 0.0;
    int c;
    for (int i = 0; i < ctrlPointsCount; i ++) {
        if (i == 0 || i == ctrlPointsCount - 1)
            c = 1;
        else
            c = ctrlPointsCount - 1;
        x = x + c * pow(t, i) * pow(1 - t, ctrlPointsCount - 1 - i) * ctrlPointsX[i];
    }
    return x;
}
float getNextBezierPointY(float t) {
    float y = 0.0;
    int c;
    for (int i = 0; i < ctrlPointsCount; i ++) {
        if (i == 0 || i == ctrlPointsCount - 1)
            c = 1;
        else
            c = ctrlPointsCount - 1;
        y = y + c * pow(t, i) * pow(1 - t, ctrlPointsCount - 1 - i) * ctrlPointsY[i];
    }
    return y;
}
void drawline() {
    float x, y;
    for (int i = 0; i < 20; i++) {
        glBegin(GL_POINTS);
        glVertex2i(ctrlPointsX[i], ctrlPointsY[i]);
        glEnd();
        glFlush();
    }
    float oldX = ctrlPointsX[0], oldY = ctrlPointsY[0];
    for (double t = 0.0; t <= 1.0; t += 0.01) {
        x = getNextBezierPointX(t);
        y = getNextBezierPointY(t);
        glColor3f(1.0, 1.0, 1.0);
        glBegin(GL_LINES);
        glVertex2f(oldX, oldY);
        glVertex2f(x, y);
        glEnd();
        glFlush();
        oldX = x;
        oldY = y;
    }
}
