Displaying Different Views of the World
Design View
can have one, two, or four views open simultaneously:
- Single View
displays one view in one pane.
- Quad View
displays four views arranged in quadrants.
- Dual Horizontal
displays two wide views, one on top of the other.
- Dual Vertical
displays two tall views, side by side.
When multiple views are open, the LevelEditor divides the Design View
into separate viewing panes. The pane that was clicked last is the active
one and has a blue border. Each viewing pane can use one of the following
projections to display the world:
- Perspective displays the
world as a three-dimensional space.
- Front and Back
display the world in the X-Y plane.
- Top and Bottom
display the world in the X-Z plane.
- Right and Left
display the world in the Y-Z plane (side view).
Note: The Design View shows
a set of axes in the lower left corner of each view to represent the
current orientation of the X, Y, and Z axes.
The figure below shows the Design View in Dual Vertical display. The
left pane’s projection is in perspective; the right pane’s projection
is from the top, looking down at the X-Z plane along the Y-axis. The left
pane has a blue border because it is the active pane.

To specify how many viewing panes the Design View displays, select the
View > Layouts menu item, then
choose a layout from the submenu.
To specify the view projection within an individual pane:
- Click in the pane to make it active.
- Select the View > Projection
menu item, then choose a projection from the submenu.
—Or—
Right-click in the pane, select Projection
from the pop-up menu, and then choose a projection from the submenu.
Advanced
Topic
If you think of the Design View world in terms of observation points,
the following factors determine the Design View display:
- The eye point is the point
from which you are viewing the world when you look at Design View.
- The camera look-at point
is the point in the center of the viewing pane and is a specific distance
from the eye point.
- The look-at distance is
the distance from the camera look-at point to the eye point. Changing
the look-at distance makes the world zoom in and out.
- The look-at direction
is the direction from the eye point to the camera look-at point.
Moving the eye point and camera pivot-point while maintaining their
relative positions pans the world.