No luck on my end with WindowedBorderlessGaming yet. Here are my findings:
The tool DOES remove the NWN window border, also moves the NWN window to the top-left screen coordinate, and it also expands the NWN window to your bottom-right screen coordinate.
The problem is NWN still only renders its graphics in a sub-region matching the resolution you set in your nwn.ini file. Following Dumas' directions and then setting Width and Height to match my native resolution sadly forces NWN into fullscreen mode, regardless of the FullScreen and AllowWindowedMode settings.
I then tried increasing or decreasing the Width and Height settings by one pixel each, but this reverts NWN back to a 800x600 render. It seems for NWN window mode to work you MUST use a Height and Width that is
supported in-game, and it MUST be less than your current monitor/OS resolution to prevent fullscreen OpenGL render (like Sword stated).
Good find though; if anyone else feels like tampering with WindowedBorderlessGaming, here is my
config.ini for comparison. You may also want to experiment with the tool author's simplified version of
DxWnd as an alternative tool or supplement (see link for download/instructions though I doubt it works for OpenGL games like NWN). You may also have to avoid using NWNCX_Loader if present during such tests.
PS: Nice idea for a dirty fix, Sword; seems like it is basically an autohotkey script that briefly increases your monitor resulution to the one in red, then lowers it back to the resolution in blue (see article for explanation). This circumvents the NWN restriction I mentioned earlier, but if your monitor/OS has no higher safe resolution to use temporarily, that fix might also be out of the question and/or unsafe to use.
PPS: Myself and others have also suggested
GLintercept for fixing specific Nvidia GPU issues; note that this simply intercepts and blocks specific OpenGL render calls to improve compatibility with certain graphics cards, it does NOT magically convert NWN's OpenGL graphics into Direct3D graphics. The only/main reason why NWN requires DirectX for Windows is that it allows DirectSound3D for positional audio; the Linux native (older?) version of NWN I believe simply reverts to Miles audio or OpenAL or similar audio.