That means I would have to waste a vertex array per shape; instead of a vertex array for the WHOLE system. Using more vertices per particle would kill performance. No? (both in number of vertices and multiple draw calls)
Or, it would have to be a vertex array of quads (is this even possible; vertex array or vertex arrays) ? And each quad having a circle texture assigned to it ? (even this already quadruples the computational load)
Can all these shapes be drawn in sfml with a single call to window.draw ?