It sounds like you're on the right track, if I understood it correctly (made me think of the view cube in 3dsmax). You need a compositor with two passes, the second being explicitly configured to use another camera (possibly an orthographic camera if you don't want perspective for the cube) by including camera "HUD Camera" in the pass definition in the compositor script (then create a camera with this name before loading the workspace). It's important to set the render queues as well in each pass. For example, set rq_first 0 and rq_last 99 in the first pass and set rq_first 200 and rq_last 201 in the second pass. Then, when you create the Ogre::Item for the cube, make sure to initialize it with a render queue id equals 200. This will ensure that the cube will only be rendered in the second pass.