I have a function to calculate the normals of vertices in my terrain. I already have the normals for each triangle so I am just adding all the adjacent triangles normals to get a normal for the vertice. I'm getting seg faults, I think from going out of the bounds of my vector. Here is the function

Code:

void Map::calcVertexNorms()
{
/*It works if this get() is uncommented */
//std::cin.get();
float l;
pos normal;
int pitch = numTrisW*2;
/*Adds each of the 6 adjacent triangles' normals*/
for (int i=0; i < pitch*numTrisH; i+=2)
{
normal.x += mapTris[i].norm.x;
normal.y += mapTris[i].norm.y;
normal.z += mapTris[i].norm.z;
normal.x += mapTris[i+1].norm.x;
normal.y += mapTris[i+1].norm.y;
normal.z += mapTris[i+1].norm.z;
if (i - pitch > 0)
{
normal.x += mapTris[i-pitch].norm.x;
normal.y += mapTris[i-pitch].norm.y;
normal.z += mapTris[i-pitch].norm.z;
}
if (i - pitch > 0 && i % pitch != 509)
{
normal.x += mapTris[i-pitch-1].norm.x;
normal.y += mapTris[i-pitch-1].norm.y;
normal.z += mapTris[i-pitch-1].norm.z;
normal.x += mapTris[i-pitch-2].norm.x;
normal.y += mapTris[i-pitch-2].norm.y;
normal.z += mapTris[i-pitch-2].norm.z;
}
if (i % pitch != 509)
{
normal.x += mapTris[i-1].norm.x;
normal.y += mapTris[i-1].norm.y;
normal.z += mapTris[i-1].norm.z;
}
l = sqrtf((normal.x * normal.x) + (normal.y * normal.y) + (normal.z * normal.z));
normal.x /= l;
normal.y /= l;
normal.z /= l;
/*Set the new normal to the proper verts*/
mapTris[i].verts[0].norm = normal;
mapTris[i+1].verts[0].norm = normal;
if (i - pitch > 0)
{
mapTris[i-pitch].verts[2].norm = normal;
}
if (i - pitch > 0 && i % pitch != 509)
{
mapTris[i-pitch-1].verts[2].norm = normal;
mapTris[i-pitch-2].verts[1].norm = normal;
}
if (i % pitch != 509)
{
mapTris[i-1].verts[1].norm = normal;
}
}
}

Are there any blatant mistakes, or might it be something obscure?

Thanks