How to retreive entire GEORASTER image.

Hi,
I am trying to retrieve entire georaster image from database. Already I had coded how to connect and retrieve a part of georaster image with the help of GEORASTER API. Please look at the below code
JGeoRaster jGeoRaster = new JGeoRaster(struct);
GeoRasterImage geoRasterImage = jGeoRaster.getGeoRasterImageObject();
img = geoRasterImage.getRasterImage(0, 0, 0, 500, 500, new long[4]);
Here I am able to retrieve only part of the image with given x,y. I want to retrieve entire image from database and save it to georaster image object. I had searched in api document wheather is there any api method is avaliable for getting entire image. But I could'nt find. Please I need help from anybody to sovle my problem.
Thanks
Baskar

Thank you very much Jeffrey.
With the help of your reply I am understanding the GEORASTER API fully. I have following questions with me. I hope you can reply for my question.
QUESTION 1 :
As you said in your previous reply, I tried to get the model co-ordinates of my image like below
double[] cor = geoRaster.getMetadataObject().getSpatialReferenceInfo().getModelCoordinate(0,0,0);
My image co-ordinates are :
Top - 45.9243981481 Left - -70.8435648148 Right - -69.0518980048 Bottom - 43.9668979915
From the above line I got the top and left model co-ordinates. Likewise How can I get right and bottom co-ordinates? The whole idea is I am trying to find MinX, MinY, MaxX and MaxY something like Envelope.
QUESTION 2 :
Most of GEORASTER API takes JGeometry object. I want to know how can we initialte JGeometry object. I tried like below
ResultSet rs = statement.executeQuery(" query to select GEORASTER data column from GEORASTER table");
if(rs.next()) {
STRUCT geor = (oracle.sql.STRUCT) rs.getObject(1);
JGeometry j = JGeometry.load(geor);
When i execute above code I am getting the following error
Exception in thread "main" java.lang.ClassCastException: oracle.sql.CHAR
at oracle.spatial.geometry.JGeometry.load(JGeometry.java:2981)
Please I need help anybody how to sovle above two problems.
thanks
baskar

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                         private var radius:Number = 600;
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                         //private var dsf:DropShadowFilter = new DropShadowFilter(10, 45, 0x000000, 0.3, 6, 6, 1, 3);
                   public var angleX:Number = anglePer;
             public var dest:Number = 1;
                   private var theLight:PointLight3D;
            //Papervision Engine
                   private var viewport:Viewport3D; 
                   private var scene:Scene3D; 
                   private var camera:Camera3D;
                   private var renderer:BasicRenderEngine;
             private var planeArray:Array = new Array();
             [Bindable]
             public var object:Object;
             private var arrayPlane:Object;
             private var p:Plane;
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             viewport = new Viewport3D(pv3dCanvas.width, pv3dCanvas.height, false, true); 
             pv3dCanvas.rawChildren.addChild(viewport); 
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             renderer = new BasicRenderEngine();
             scene = new Scene3D(); 
             camera = new Camera3D();
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             addEventListeners();
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              for(var i:uint=1; i<=numOfItems; i++)
                        /* var shadow:DropShadowFilter = new DropShadowFilter();
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            shadow.angle = 25; */
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            bam.interactive = true;
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                        p.z = Math.sin(i*anglePer) * radius;
                        p.rotationY = (-i*anglePer) * (180/Math.PI) + 270;
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                        //p.filters=[shadow];
                        p.extra={pIdent:"in"};
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                            //right.enabled=false;
                            //left.enabled=false;
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                            Tweener.addTween(object, {scaleX:1.2, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
                            Tweener.addTween(object, {scaleY:1.2, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
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                            object.extra = {pIdent:"out"};
                            // move the camera out 1000 and move it the to same y coordinate as the selected cube
                            //Tweener.addTween(camera, {x:1000, y:object.y, rotationX:0, time:0.5, transition:"easeInOutSine"});
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                            // for each cube that was not selected, add the click event listener back
                            for each (var arrayPlane:Object in planeArray)
                                    if (arrayPlane != object)
                                            arrayPlane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, toggler);
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                            Tweener.addTween(object, {scaleX:1, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
                            Tweener.addTween(object, {scaleY:1, time:0.5, transition:"easeInOutSine", onComplete:rotateCube, onCompleteParams:[object]});
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                            object.extra = {pIdent:"in"};
                            // move the camera back to its original position
                            //Tweener.addTween(camera, {x:0, y:1000, rotationX:-30, time:0.5, transition:"easeInOutSine"});
                            //right.enabled=true;
                            //left.enabled=true;
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                            // for each cube that was not selected, add the click event listener back
                            for each (var arrayPlane:Object in planeArray)
                                    if (arrayPlane != object)
                                            arrayPlane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, toggler);
                    private function rotateCube(object:Object):void
                            //object.rotationX = 0;
                            //Tweener.addTween(object, {rotationZ:0, time:0.5, transition:"easeOutSine"});
              private function addEventListeners():void{
        this.addEventListener(Event.ENTER_FRAME, render);
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    private function render(e:Event):void{ 
                     renderer.renderScene(scene, camera, viewport);
                     camera.x = Math.cos(angleX) * 800;                                                  
                     camera.z = Math.sin(angleX) * 800;
    private function moveRight():void
              dest++;
              Tweener.addTween(this, {angleX:dest*anglePer, time:0.5});
              //goBack();
    private function moveLeft():void
              dest--;
              Tweener.addTween(this, {angleX:dest*anglePer, time:0.5});
              //goBack();
              ]]>
    </mx:Script>
              <mx:Canvas width="1014" height="661">
              <mx:Canvas id="pv3dCanvas" x="503" y="20" width="400" height="204" borderColor="#110101" backgroundColor="#841414" alpha="1.0" backgroundAlpha="0.57"> 
              </mx:Canvas>
              <mx:Button x="804" y="232" label="right" id="right" click="moveRight(),goBack()"/>
              <mx:Button x="582" y="232" label="left"  id="left"  click="moveLeft(),goBack()" />
              </mx:Canvas>
    </mx:Application>

    Your answer may be correct, but I am very much a beginner to actionscript, and I was wondering moreso if it is possible to determine the root/url (i.e. images/resolv2.jpg)? Or even if InteractiveScene3DEvent calls a variable that holds this url? However, specifically, I'm just wondering if the actionscript itself could determine the url in a line of code such as "if object == BitmapFileMaterial("/images/resolv2.jpg"); "? Also, here's a copy of InteractiveScene3DEvent in more detail if you think that will help:
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                        * @eventType mouseClick
                        public static const OBJECT_CLICK:String = "mouseClick";
                         * Dispatched when a container in the ISM receives an MouseEvent.MOUSE_OVER event
                        * @eventType mouseOver
                        public static const OBJECT_OVER:String = "mouseOver";
                         * Dispatched when a container in the ISM receives an MouseEvent.MOUSE_OUT event
                        * @eventType mouseOut
                        public static const OBJECT_OUT:String = "mouseOut";
                         * Dispatched when a container in the ISM receives a MouseEvent.MOUSE_MOVE event
                        * @eventType mouseMove
                        public static const OBJECT_MOVE:String = "mouseMove";
                         * Dispatched when a container in the ISM receives a MouseEvent.MOUSE_PRESS event
                        * @eventType mousePress
                        public static const OBJECT_PRESS:String = "mousePress";
                         * Dispatched when a container in the ISM receives a MouseEvent.MOUSE_RELEASE event
                        * @eventType mouseRelease
                        public static const OBJECT_RELEASE:String = "mouseRelease";
                         * Dispatched when the main container of the ISM is clicked
                        * @eventType mouseReleaseOutside
                        public static const OBJECT_RELEASE_OUTSIDE:String = "mouseReleaseOutside";
                         * Dispatched when a container is created in the ISM for drawing and mouse interaction purposes
                        * @eventType objectAdded
                        public static const OBJECT_ADDED:String = "objectAdded";
                        public var displayObject3D                                        :DisplayObject3D = null;
                        public var sprite                                                            :Sprite = null;
                        public var face3d                                                            :Triangle3D = null;
                        public var x                                                                      :Number = 0;
                        public var y                                                                      :Number = 0;
                        public var renderHitData:RenderHitData;
                        public function InteractiveScene3DEvent(type:String, container3d:DisplayObject3D=null, sprite:Sprite=null, face3d:Triangle3D=null,x:Number=0, y:Number=0, renderhitData:RenderHitData = null, bubbles:Boolean=false, cancelable:Boolean=false)
                                  super(type, bubbles, cancelable);
                                  this.displayObject3D = container3d;
                                  this.sprite = sprite;
                                  this.face3d = face3d;
                                  this.x = x;
                                  this.y = y;
                                  this.renderHitData = renderhitData;
    Thank you so much!

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    You should take notice of whether the frame color or the content color is what you see, because double-clicking with the Selection tool will toggle between frame and content, the way clicking within the donut will allow content to be edited while the Selection tool is active.
    If you want to view the image size as a percentage, using the Direct Selection tool is what you want. If you use the Selection tool, you will see the percentage of the frame, which will change while you are dragging it, but as soon as you release the mouse button, it will show 100%. Switching to the Direct Selection tool will show you the percentage of reduction or enlargement of the image itself, and if the X and Y aren't the same, your image is out of proportion.
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