I was trying to get a tiled renderer working (the idea is to render one large view frustum by breaking it down into chunks and rendering individually).
I had code that transforms a standard perspective projection with a viewing angle into left, right, top, and bottom clipping planes that can then be passed into glFrustum.
I was stuck on properly breaking this down.
After several missteps, I produced the following:
//"int rect[4]" is the pixel rectangle of the original view
//"int rect2[4]" is the pixel subrectangle within rect corresponding to the new view
//"left", "right", "bottom", and "top" are the left, right, bottom, and top clipping
// planes of the old view, respectively.
float diff_x = right - left;
float diff_y = top - bottom;
result_left = (float)(rect2[0] ) / (float)(rect[2]) * diff_x + left;
result_right = (float)(rect2[0]+rect2[2]) / (float)(rect[2]) * diff_x + left;
result_bottom = (float)(rect2[1] ) / (float)(rect[3]) * diff_y + bottom;
result_top = (float)(rect2[1]+rect2[3]) / (float)(rect[3]) * diff_y + bottom;