Look who finally appears, our dear friend Sinbad!
I will refactor all the code and update it on GitHub soon.
Unfortunately, that's not all. I still want to use DirectX 11, but as I mentioned earlier in this post, D3DImage only accepts DirectX 9. Therefore, it is still necessary to "translate" with some kind of wrapper or something in the engine to share a texture between DX9 and DX11 to be able to use Ogre3D with DX11 in D3DImage.
Meanwhile, no solution appears, so I will try to manipulate this little Ogre.