I understand the concept behind a frustrum viewing system; it's shaped like a pyramid, and as objects get closer to the center, they get smaller until they're finally clipped off. However, when using a viewing projecting in say, OpenGL (heads up: I don't use deprecated features), you set up your coordinate system like so:
orthoExample(left, right, bottom, top, near, far);
That's all fine, but when it comes to say, perspective, things get a bit strange.
perspectiveExample(field_of_view_y, aspect, near, far);
How do I go about setting up a coordinate system with a function like this?!? It doesn't let me specify a left, right, bottom, top, etc. I know perspective is just a variation of a frustrum projection...