title: iOS10 - can't render Sprite Kit scene within SceneKit with openGL
body: <p>Since I've updated to iOS 10, I'm not able anymore to render a Sprite Kit scene to a Scene Node while using openGL for rendering. Things work fine with Metal. The error logs: <code>"Failed to create IOSurface image (texture)"</code></p>
  
  <p>I used to be able to do something like:</p>
  
  <pre><code>class ViewController: UIViewController {
    @IBOutlet weak var scnView: SCNView!
  
    override func viewDidLoad() {
      super.viewDidLoad()
      // Do any additional setup after loading the view, typically from a nib.
      scnView.showsStatistics = true
      scnView.allowsCameraControl = true
  
      let scnScene = SCNScene()
      scnView.scene = scnScene
  
      print("scnView renderingAPI is metal", scnView.renderingAPI == SCNRenderingAPI.metal)
      print("scnView renderingAPI is opengl", scnView.renderingAPI == SCNRenderingAPI.openGLES2)
  
      // setup SceneKit scene
      let cameraNode = SCNNode()
      cameraNode.camera = SCNCamera()
      cameraNode.position = SCNVector3(x: 0.0, y: 0.0, z: 25.0)
      scnScene.rootNode.addChildNode(cameraNode)
  
      let cubeNode = SCNNode()
      cubeNode.geometry = SCNBox(width: 5.0, height: 5.0, length: 5.0, chamferRadius: 0.0)
      scnScene.rootNode.addChildNode(cubeNode)
  
      // setup SpriteKit Scene
      let skScene = SKScene()
      skScene.backgroundColor = UIColor.black
      skScene.size = CGSize(width: 100, height: 100)
  
      let skNode = SKShapeNode(rect: CGRect(x: 0.0, y: 0.0, width: 10.0, height: 10.0))
      skNode.fillColor = UIColor.green
      skNode.position = CGPoint(x: 5.0, y: 5.0)
      skScene.addChild(skNode)
  
      cubeNode.geometry?.firstMaterial?.diffuse.contents = skScene
    }
  }
  </code></pre>
  
  <p>(here is a repo to reproduce this: <a href="https://github.com/gsabran/iOS10-OpenGLRenderingBug" rel="noreferrer">https://github.com/gsabran/iOS10-OpenGLRenderingBug</a>)</p>