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Update INSTRUCTIONS.md
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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.
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### Command summary
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### Command reference
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* `void rooms_convert()` - prepare lportal for rendering
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* `void rooms_set_camera(Node * pCam)` - set which camera visibility is calculated from
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* `Node * rooms_get_rooms(int room_id)` - returns godot room node from lportal room id
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