I'm trying to make my code work with pointers, but can't find what is wrong. The first one is working correctly, with global variable declared with the size of the array. The second one are pointers, and can't find what is wrong, because i get no errors, the drawing is just not done.
Code:
//global
#define sizeVertices = 6291456;
GLfloat g_vertices[sizeVertices];
GLfloat g_colors[sizeVertices];

bool Init()
{
                ...
	ifstream loadData("blob3.txt");;
	if (!loadData) 
	{...}
    	else 
   	 {
		while(getline(loadData, t, '\n'))
		{
			++lineCount;
		}
		loadData.clear();
		loadData.seekg(0, ios::beg);
		while (j<(lineCount*4))
       		 {	
			for(i=0; i<3;i++)
			{
				loadData >> g_vertices[m];
				m++;
			}
			loadData >> g_colors[k];
			g_colors[k + 1] = g_colors[k];
			g_colors[k + 2] = g_colors[k];
			k=k+3;
			j=j+4;
		}
    }
    loadData.close();

void InitApp()
{
	...	
                glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId);					// Bind The Buffer
	// Load The Data
	glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(g_vertices)+sizeof(g_colors), 0, GL_STATIC_DRAW_ARB);
	glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(g_vertices), g_vertices);                             // copy vertices starting from 0 offest
	glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, sizeof(g_vertices), sizeof(g_colors), g_colors);  // copy colours after normals
                ...
}
Code:
//global
GLfloat *g_vertices=NULL;
GLfloat *g_colors=NULL;

bool Init()
{
                ...
	ifstream loadData("blob3.txt");;
	if (!loadData) 
	{...}
    	else 
   	 {
		while(getline(loadData, t, '\n'))
		{
			++lineCount;
		}
		loadData.clear();
		loadData.seekg(0, ios::beg);
		const int arraySize = lineCount*3;
		g_vertices = new GLfloat [arraySize];
		g_colors = new GLfloat [arraySize];
		while (j<(lineCount*4))
       		 {	
			for(i=0; i<3;i++)
			{
				loadData >> g_vertices[m];
				m++;
			}
			loadData >> g_colors[k];
			g_colors[k + 1] = g_colors[k];
			g_colors[k + 2] = g_colors[k];
			k=k+3;
			j=j+4;
		}
    }
    loadData.close();

void InitApp()
{
	...	
                glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId);					// Bind The Buffer
	// Load The Data
	glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(g_vertices)+sizeof(g_colors), 0, GL_STATIC_DRAW_ARB);
	glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(g_vertices), g_vertices);                             // copy vertices starting from 0 offest
	glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, sizeof(g_vertices), sizeof(g_colors), g_colors);  // copy colours after normals
                ...
}