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:
varExample:
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