Ok. I would have thought it would radically be lighter in ressources, but it figures it doesn't. Or again i may handle it in a messy way.
I will dig into your sprite example (first time into shaders !). Seems a bit less handy at a first glance as it depends on a static png (the sprite). If i need to change the size, i need to export a new png. The solution could be to generate the shape into setup() then export it into png and read it back as a sprite... saying that : isn't it possible to use any polyline, vbo or texture as a sprite ?