glFrustum(), which I find easy and intuitive to use,
also implicitly specifies the field-of-view/projection.
However, the problem with that is that, suppose I’m close
to an enclosure on one side, that enclosure polygon will
get clipped and whatever is outside it will be rendered.
I believe I can fix this by modifying the projection to
“zoom in” one I’ve set the frustum; can anyone give me
some pointers to how that is accomplished? Thanks in