From what I've seen (I had to edit the UV coords to make my one-way window), UV coords are kind of a "texture trimming" coordinate... 1 0, 1 1, 0 1, 0 0 will show the whole texture, but increasing the 0s or decreasing the 1s "trims" the edges of the texture, giving the SIDE texture, for example, a flatter "side". I'm guessing that the UV coords are the "percent" of the texture to trim, usually a very small amount (like 0.01 or 0.98). Also, setting different UV coords can also "stretch" the texture in different ways.
A better way to explain them is saying that each UV coord specifies where "on the texture" each corner of the "quad" or quadrilateral, a four-sided figure that can be any shape, is located. With irregularly shaped "quads", the UV coords have to be adjusted so the side looks correct. Look at the slopes' sides and try to visualize it.
Hope that helps!