Is there a way to set up the projection matrix (in OpenGL) so that the vanishing point is not at the center of the screen?
Let me explain what I mean in more detail. Imagine that I am rendering a 3D scene with a standard perspective projection matrix to a 1000x1000 window. There is no camera matrix, so planes of constant z are parallel to the screen, and objects move toward the center of the window as their z coordinate approaches infinity. Now, I want to only render the bottom half of this window. Planes of constant z are still parallel to the screen, but now objects move to a point at the top of the window as their z approaches infinity.