in those cases, the glyph src coordinates will be relative to the
font's subtexture region in the Skin, whereas the glyph uv coords will
be correct if rendering from a texture region or a standalone texture
this will help avoid needing to place a lot of update logic that is
tied to the frame rate (e.g. anything not related to physics
integration) in onRender()
Use Glenn Fiedler's "Fix your timestep!" article's approach instead.
Just need to remember to always interpolate between prevState and
currentState and not extrapolate from the currentState when rendering
(for best results!)