The uv values of a vertex range from 0 to 1, where 0 is the top/left edge of your texture, and 1 is the bottom/right edge. By specifying coordinates between 0 and 1 for the vertices of a polygon, you can say which bit of the texture is to be drawn on that polygon. You are effectively using the uv coordinates of the vertices to (metaphorically) draw a triangle on the texture, the contents of this triangle on the texture image will then be pasted onto the polygon.
Here's a diagram (excuse the artwork):
In Dark Basic you can only manipulate UV coordinates directly using memblocks, see
http://www.darkbasicpro.com/apollo/view.php?t=10986&b=11. However there are commands to scale and scroll existing uv values, you can find them in the help files under Basic 3D.
If you specify a uv coordinate out of range (0-1), there are different things it can do, either repeat the texture over and over, or clamp the last pixel in the texture map, so every other pixel after it (outside the map) is the same colour. You can use a set object texture command to define this I think.
Once I was but the learner,
now, I am the Master.