view.offset_x
view.offset_y

Defines an eye point offset in horizontal and vertical direction. At 0 the eye point is in the center of the view window as before; at -0.5 it is at the left or upper edge, at 0.5 it is at the right or lower edge of the view window. It must not be outside the view edges. The eye offset can be used for driving or flight simulators where the driver or pilot sits at the right or left side of the screen.

Range:

-0.5 .. 0.5 (default: 0)

Type:

var

Example:

camera.offset_x = -0.33;  		

See also:

layer, pos_x, pos_y, size_x, size_y, x, y, z, pan, tilt, roll, arc, aspect, ambient, fog, fog_start, fog_end, alpha, genius, portal, flags