Clipping Volume - A Simple Explanation

Could someone please provide me with a simple explanation (i.e. one for retards) of what the clipping volume is, and how it is affected by the glViewPort function.


You cannot see at 360°.

So, you can only see objects if they are in your angle of view (a cone that begin at your eye and where the base is more and more big when you go far of your eye).

The idea of culling is to “eliminate/reduce” polygons that aren’t in your angle of view, so only polygons (or parts of polygons) that are really into your angle of view have to be filled.

It’s a little more simple now, or not ?