The following code snippet suggests that you use the first parameter of glVertexPointer incorrectly:
glVertexPointer(mNumberPoints, GL_FLOAT, 0, (GLvoid*)
[...]
glDrawArrays(GL_POINTS, 0, mNumberPoints);
It should be the number of components of your position vector per vertex, and only 2, 3 or 4 are valid here. You seem to use 3D postions, so 3 would be the correct value.