UVW mapping. Don't know how to do it.

Hi all.
I have a problem with uvw mapping.
I have written my own .3ds file reader and I am using it in order to draw a cube:

for(unsigned int j = 0; j < myMesh.GetNumOfFaces(); j++)
{
     myMesh.mFaceList[j].ComputeVertexNormals(&myMesh);
			
// normal coordinates of the first vertex
			glNormal3f(   myMesh.mFaceList[j].vertexNormals[0].x,
	myMesh.mFaceList[j].vertexNormals[0].y,
						myMesh.mFaceList[j].vertexNormals[0].z);
			// texture coordinates of the first vertex
			glTexCoord2f( myMesh.GetTextCoord(j, 0).GetX(),
						  myMesh.GetTextCoord(j, 0).GetY() ); 
			// coordinates of the first vertex
			glVertex3f( myMesh.GetVertex(j, 0).GetX(),
						myMesh.GetVertex(j, 0).GetY(),
						myMesh.GetVertex(j, 0).GetZ() );

			//----------------- SECOND VERTEX -----------------
			// normal coordinates of the second vertex
			glNormal3f( myMesh.mFaceList[j].vertexNormals[1].x,
						myMesh.mFaceList[j].vertexNormals[1].y,
						myMesh.mFaceList[j].vertexNormals[1].z);
			// texture coordinates of the second vertex
			glTexCoord2f( myMesh.GetTextCoord(j, 1).GetX(),
						  myMesh.GetTextCoord(j, 1).GetY() );
			// coordinates of the second vertex
			glVertex3f( myMesh.GetVertex(j, 1).GetX(),
						myMesh.GetVertex(j, 1).GetY(),
						myMesh.GetVertex(j, 1).GetZ() );
        
			//----------------- THIRD VERTEX -----------------
			// normal coordinates of the third vertex
			glNormal3f( myMesh.mFaceList[j].vertexNormals[2].x,
						myMesh.mFaceList[j].vertexNormals[2].y,
						myMesh.mFaceList[j].vertexNormals[2].z);
			// texture coordinates of the third vertex
			glTexCoord2f( myMesh.GetTextCoord(j, 2).GetX(),
						  myMesh.GetTextCoord(j, 2).GetY() ); 
			// coordinates of the third vertex
			glVertex3f( myMesh.GetVertex(j, 2).GetX(),
						myMesh.GetVertex(j, 2).GetY(),
						myMesh.GetVertex(j, 2).GetZ() );
}
 

In addition to this drawing code, I have the u,v coordinates from my .3ds cube. How should I change the preceding code to include the u,v offsets for texture mapping?

what you have looks correct assuming
myMesh.GetTextCoord returns correct data, and assuming x represents u and y represent v.