I was just reading your page about the techdemo, and thought I'd try to explain some of the bugs in it.
I am not sure whether this are general bugs or Linux specific problems:
* There are some holes in the level, especially at the floor. You can look through some 20cm by 5 m rectangles near a wall. The bullets you shot also go through these holes.
* The shadows are ultra-black (instead of half-transparent)
* Some pixels are disturbed on the model and by the shadows, this looks odd
* No mipmapping seems to take place (and no filtering). There is a lot of noise in the textures.
* When walking around, sometimes the textures get very heavily distorted depending on viewpoint
* The main menu is very hard to read due to it's high transparency
The "holes" that you see in the level are not necessarily bugs in the Irrlicht engine, but are there because they originally used shaders (in this case the Quake 3 Lava Shader) , which Niko has not implemented into the engine yet. If you want, you can replace the techdemo map with one of your own, preferrably one that doesn't use shaders, and it will look fine. If you want to see what I'm talking about with the missing shaders, simply open up the techdemo map in Quake 3, and you'll see right away why it doesn't show up in irrlicht.
As for the shadows, this is something I've been trying to dig into myself, but I'm relatively new to 3D programming. I've been programming in C++ for several years, but as far as 3D stuff goes, my extent is pretty much just things like mods for Quake 3. But, I have a feeling that the stencil-buffer thing is just a problem with setting transparency in Linux, and there's probably just an alpha value that needs to be changed somewhere.
And about the mipmapping, I really don't know a whole lot about this, but I think that the mipmapping, and the lightmap problems might have been caused by the "quick-and-dirty" way I patched the OpenGL driver in the engine source. Basically, I pushed all of the multi-texturing calls over into the WIN32 #IFDEFs. Again, I know jack-squat about 3D programming, so I could be wrong here too. Strangely, the lighting works great in the SpecialFX example that's included within the SDK.
Also, as far as the GUI text being hard to read, just take a look at the GUI example in the SDK, and you should get enough of an understanding of how it works to fix the code and make it a bit easier to read.
That being said, I'm going to keep rooting through the source and see if I can't find what's causing this problems, though I don't expect to accomplish anything, because some of the stuff in there makes me feel like a monkey reading a Quantum Physics book. But, I guess it's the only way to learn.