The viewing volume determines how an object is
projected onto the screen
(by using a perspective or an orthographic
projection),
and it defines which objects or portions of objects are clipped
out of the final image.
Viewing Volume Clipping
After the vertices of the objects in the scene have been transformed by the
modelview and projection matrices, any primitives that lie outside the viewing
volume are clipped. The six clipping planes used are those that define the
sides and ends of the viewing volume. You can specify additional clipping
planes and locate them wherever you choose.
Projection Matrix If commands should affect the projection matrix rather than the modelview matrix issue:
glMatrixMode( GL_PROJECTION ); glLoadIdentity();