asia and Mith are right, but you dont get to set the UV of verts using AddTriangle.
What you can do is this:
Dim Mesh As TVMesh
Dim MeshWidth As Integer 'you get this from your mesh by yourself
Dim MeshHeight As Integer
Dim VertCount As Integer = Mesh.GetVertexCount
Dim x, y, z, nx, ny, nz As Single
Dim ru1, rv1, ru2, rv2 As Single
Dim col As Integer
Dim u, v As Single
For CurVert As Integer = 0 To VertCount - 1
Mesh.GetVertex(CurVert, x, y, z, nx, ny, nz, ru1, rv1, ru2, rv2, col)
u = x / MeshWidth
v = z / MeshHeight 'this is if the mesh is on the XZ axis. If it is on XY (upright) then use Y not Z
Mesh.SetVertex(CurVert, x, y, z, nx, ny, nz, u, v, ru2, rv2, col)
Next
Next
I think Mesh.GetVertex will return the vertex position relative to the mesh origin point, and not relative to world origin point. If it's mesh-relative then just substract the XZ of the position of the mesh from the xz value in the calculation.