No, that would be quite awkward. The official method is the following:

DLLFUNC int Render(void)
{
ENTITY* pEntity = (ENTITY*)ev->me;
BMAP* pSkin = (BMAP*)ev->render_map[0];
LPD3DXMESH pMesh = (LPD3DXMESH)ev->render_mesh;
LPD3DMATERIAL9 pMaterial = (LPD3DMATERIAL9)ev->render_d3dmaterial;
LPD3DXEFFECT pEffect = (LPD3DXEFFECT)ev->render_d3dxeffect;
IDirect3DDevice* pD3dDev = (IDirect3DDevice*)ev->pd3ddev;
Ogre_Render(pD3dDev,pMesh,pSkin,pMaterial,pEffect); // your own render function
return 1; // tell A6 not to render this entity
}

Now you assign this function to the material event:

ev->mat_model->event = Render;
ev->mat_model->flags |= ENABLE_RENDER;

That's all. Hope this makes sense.