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