A UV coordinate is used to define which part of a texture is pasted onto your model.
It's the same as XY coordinates on a bitmap.
Let's say you have a texture (bitmap file) of size 200x200 pixels (this is not a power of 2, but in this example it will suffice).
If a vertex has the UV coordinates set to 0,0, then this vertex is pasted at location 0,0 (the pixel at the upper left corner).
A UV coordinate of 1,1 will paste the vertex at location 199,199 (the pixel at the lower right corner).
So let's say you have this texture (just created one quickly using paint):
http://users.telenet.be/vge/downloads/Texture.bmpAnd you have a triangle with 3 vertices and their UV-coordinates:
http://users.telenet.be/vge/downloads/Triangle.bmpThe uppermost left vertex has UV coordinates set to 0.1, 0.1.
This means that this corner of the triangle is positioned at 20, 20(0.1*200) on the texture.
The second vertex (the uppermost right vertex) is set to 0.6, 0.6.
This vertex is then positioned at 120, 120 (0.6*200) on the texture.
The last vertex is set to UV coordinate 0, 1, so this corner of the triangle
is positioned at the lowerleft corner of the texture (0, 199) => (0*200, 1*200).
When you would draw this triangle over the texture, then you would have a triangle which has this area of the texture pasted onto it:
http://users.telenet.be/vge/downloads/Face.bmp