Im not too good with matrices…so i define my ortho projection matrix like so-

gluOrtho2D(1515.0, 1565.0, -3.0, 15.0);

Now if i wanted to rotate it about the x and y axis in OnMouseMove, im wondering what my rotation matrix should look like. This is my code in OnMouseMove:

m_yRot -= (float)(m_leftDownPos.x - point.x)/3.0f;

m_xRot -= (float)(m_leftDownPos.y - point.y)/3.0f;

And so i have in OnPaint:

glRotatef(m_xRot, ?, 0.0, 0.0);

glRotatef(m_yRot, 0.0, ?, 0.0);