If I use a standard NSWindow to host a NSOpenGLView which extends for all the window frame, the two bottom corners of the window are automatically rounded.
When swithcing to NSBorderlessWindowMask I have to handle corner rounding myself.
I have already implemented a transparent custom NSWindow and a rounded custom NSView and they both work fine.
After that I have implemented a transparent NSOpenGLContext by setting NSOpenGLCPSurfaceOpacity to 0.
If I set a color background for the OpenGL context, the view is drawn correctly and I obtain the desired rounded corner.
But, since the app is a movie player, I need to draw the texture corresponding to every movie frame.
When I do this (using glTexCoord2f and glVertex2f) the texture is drawn till corners and therefore the image is drawn till outside of the rounded corners and I loose the rounded aspect of my window.
What does the system do when the window is standard and non NSBorderlessWindowMask that I can't seem to be able to reproduce?
What is the best way to round the corner of the texture while drawing it to the frame buffer?