I'm running through a weird problem. Basically I have Mesh class depending on a flag, I can draw a point, a line, or a triangle. For example, if I want to draw two lines, I can do the following
    Vertex vertices1[] = {
        Vertex(glm::vec3(-.5, -.5, 0)),
        Vertex(glm::vec3(  0,  .5, 0))
    };
    Vertex vertices2[] = {
        Vertex(glm::vec3(  .5, -.5, 0)),
        Vertex(glm::vec3( -.5,  .5, 0))
    };
    Mesh mesh1(vertices1, sizeof(vertices1)/sizeof(vertices1[0]), 'L');
    Mesh mesh2(vertices2, sizeof(vertices2)/sizeof(vertices2[0]), 'L');
// Rendering Loop:
while( Window.isOpen() ){
        ...
        //================( Rendering )=========================
        ourShader.Use();
        mesh1.draw();
        mesh2.draw();
        //======================================================
        ...
    }
The result is
Now I would like to use std::vector<Mesh> and loop through meshes. My attempt is as follows 
std::vector<Mesh> meshes;
meshes.push_back(mesh1);
meshes.push_back(mesh2);
while( Window.isOpen() ){
    ...
    //================( Rendering )=========================
    ourShader.Use();
    for ( int i(0); i < meshes.size(); ++i )
        meshes[i].draw();
    //======================================================
    ...
}
With the preceding approach, only the last line is drawn and this is the result
Moreover, once I use .push_back() even if I don't loop through the vector, the last line is drawn. I don't understand why using std::vector deteriorates the rendering. I even tried meshes[0].draw() but with no luck. Any suggestions?
Edit: This is the constructor of Mesh class
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "display.h"
#include "keyboard.h"
#include "shader.h"
class Vertex
{
public:
    Vertex(const glm::vec3& p) : m_position(p)
    {}
private:
    glm::vec3 m_position;
};
class Mesh
{
public:
    Mesh(Vertex* vertices, unsigned int numVertices, const char& flag);
    ~Mesh();
    void draw();
private:
    enum{
        POSITION_VB,
        NUM_BUFFERS
    };
    GLuint m_vertexArrayObject;
    GLuint m_vertexArrayBuffers[NUM_BUFFERS];
    unsigned int m_drawCount;
    char m_flag;
};
Mesh::Mesh(Vertex* vertices, unsigned int numVertices, const char& flag) : m_flag(flag), m_drawCount(numVertices)
{
    glGenVertexArrays(1, &m_vertexArrayObject);
    glBindVertexArray(m_vertexArrayObject);
    glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
    glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(vertices[0]), vertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindVertexArray(0);
}
Mesh::~Mesh()
{
    glDeleteVertexArrays(1, &m_vertexArrayObject);
    glDeleteBuffers(1, m_vertexArrayBuffers);
}
void Mesh::draw()
{
    switch(m_flag)
    {
        case 'P':
            glBindVertexArray(m_vertexArrayObject);
            glDrawArrays(GL_POINTS, 0, m_drawCount);
            glBindVertexArray(0);
        break;
        case 'L':
            glBindVertexArray(m_vertexArrayObject);
            glDrawArrays(GL_LINES, 0, m_drawCount);
            glBindVertexArray(0);
        break;
        case 'T':
            glBindVertexArray(m_vertexArrayObject);
            glDrawArrays(GL_TRIANGLES, 0, m_drawCount);
            glBindVertexArray(0);
        break;
    }
}
int main(void)
{
    Display Window(800, 600, "OpenGL Window");
    Keyboard myKeyboard( Window.getWindowPointer() );
    Vertex vertices1[] = {
        Vertex(glm::vec3(-.5, -.5, 0)),
        Vertex(glm::vec3(  0,  .5, 0))
    };
    Vertex vertices2[] = {
        Vertex(glm::vec3(  .5, -.5, 0)),
        Vertex(glm::vec3( -.5,  .5, 0))
    };
    Mesh mesh1(vertices1, sizeof(vertices1)/sizeof(vertices1[0]), 'L');
    Mesh mesh2(vertices2, sizeof(vertices2)/sizeof(vertices2[0]), 'L');
    std::vector<Mesh> meshes;
    meshes.emplace_back(mesh1);
    meshes.emplace_back(mesh2);
    std::cout << meshes.size() << std::endl;
    //*****************( SHADER )************************
    Shader ourShader("shader.vs", "shader.frag");
    glEnable(GL_PROGRAM_POINT_SIZE);
    while( Window.isOpen() ){
        Window.PollEvents();
        Window.clear();
        //================( Rendering )=========================
        ourShader.Use();
        //mesh1.draw();
        //mesh2.draw();
        for ( int i(0); i < meshes.size(); ++i )
            meshes[i].draw();
        //meshes[0].draw();
        //meshes[1].draw();
        //======================================================
        Window.SwapBuffers();
    }
    glfwTerminate();
    return 0;
}
Shaders
#version 330 core                      
out vec4 color;                        
void main()                            
{                                      
    color = vec4(1.0f,0.5f,0.2f,1.0f); 
}   
#version 330 core                                                
layout (location = 0) in vec3 position; 
void main()                                                      
{         
    gl_PointSize = 10.0;
    gl_Position = vec4(position, 1.0); 
}   


 
     
     
    
