Update INSTRUCTIONS.md

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@ -286,7 +286,7 @@ Portal polygons with fewer edges are also faster to cull against. So usually an
Level design is thus a balancing act between creating a higher density of rooms / portals (with greater occlusion culling accuracy), and a greater number of clipping planes. In practice there is also the issue of drawcalls, often hardware is limited by how many objects it can draw performantly in a frame - often it is faster to merge a bunch of small objects together than to cull them.
### Command summary
### Command reference
* `void rooms_convert()` - prepare lportal for rendering
* `void rooms_set_camera(Node * pCam)` - set which camera visibility is calculated from
* `Node * rooms_get_rooms(int room_id)` - returns godot room node from lportal room id