constructor( inline, element ) {


		// default w & h segments
		let wS = 1, hS=1;

		// If charOBJ, try to distribute segments proportionally
		const typographicFontSize = inline.typographic.font.size;

		const segments = element._segments.value;

		wS = Math.ceil((inline.typographic.width / typographicFontSize) * segments );
		hS = Math.ceil((inline.typographic.height / typographicFontSize) * segments );

		super( inline.width, inline.height, wS, hS );

		// If inline has UVs
		if ( inline.uv ) {

			this._mapUVs( inline );

			this._transformGeometry( inline );

			// White spaces (we don't want our plane geometry to have a visual width nor a height)
		} else {

			this._nullifyUVs();

			this.scale( 0, 0, 1 );

			this.translate( 0, inline.fontSize / 2, 0 );

		}

		this.name = "GlyphGeometry";
		// Demo alter geometry
		// const maxOffset = inline.fontSize / 10;
		// this.translate(0 , -maxOffset + Math.random() * maxOffset*2, 0 )
		// this.rotateZ(-0.1 + 0.2 * Math.random() )

	}
@param {MSDFInlineGlyph} inline
@param {MeshUIBaseElement} element