Regarding the container for annotations:
This is what I thought the container to look like-

- line_seg (already defined)
- carc_seg(already defined)
- beizer and nurb to be added later on

- annotation_internal
    - uint32_t magic;
    - point_t O; // maps to the origin in the 2D system.
    - size_t ver_count; // no. of vertices
    - point_t *ver; // array of vertices that serve as control points
    - struct bu_vls label; // text and symbols- UNICODE

Is there something more that I need to add as of now ?

Regards,
Shubham Rathore(:gabbar1947)

On Sat, Apr 15, 2017 at 11:59 PM, Shubham Rathore <
shubhamrathore1...@gmail.com> wrote:

> Hi,
>
> Regarding the transformation pipeline for the coordinates of the
> annotations:
>
> - What we see on our screens is nothing but the projection plane of the
> camera.
>
> - The 3D coordinates are mapped to the 2D plane using the camera or the
> projection matrix.(The camera must be calibrated accordingly)
>
> - We aim for view independent annotations. Thus there must be relation
> between the camera matrix and the annotation coordinate system.
>
> Can I get some details about camera positioning and the  camera projection
> matrices. That would be of great help.
>
> Regards,
> Shubham Rathore(:gabbar1947)
>
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