The glFrustum(); function is putting up a fight. I need to zoom in on the map and using glOrtho was causing it to disappear by the time any real distance was made, so someone suggested I use glFrustum. The result of that is hideous, though. Please see for yourself. Here is my code: Source Code Frustum_Map.h
I suppose not everyone is interested in compiling the source code for themselves. The left one is with glFrustum. The right one is with glOrtho. They are the same scene.
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The map is the first room of the Deku Tree from the game, Legend of Zelda: Ocarina of Time.