Note that UVs are provided by MeshAttachment.
UVs are floats in the range of 0-1, a pair for each vertex. I'm not sure exactly what you are doing, but you probably need something like:
boundingBoxDx = boundingBoxMaxX - boundingBoxMinX;
boundingBoxDy = boundingBoxMaxY - boundingBoxMinY;
for (let i=0;i<vertices.length;i+=2) {
uvs[i] = (vertices[i] - boundingBoxMinX) / boundingBoxDx;
uvs[i+1] = (vertices[i+1] - boundingBoxMinY) / boundingBoxDy;
}