That UV coordinate you have is a 0-1 coordinate of an possible texture image.
If you were to put a pixel at [0.5, 0.5] on a 500x500 image, you'd be putting a pixel right at the center, at 250x250.
The mesh doesn't play a part here, once you have the UV coordinate you're in 2d-land already. The trick is usually getting the UV coordinate from 3d space, but it sounds like you've already got it, in which case you're nearly home.