LWJGL mirrors the function calls of the c libraries, the only difference is when you pass a reference (or arrays as they are essentially pointers) to opengl in c, you can't do this in java so the equivalent is to pass a buffer.
Here are some examples to get you going (I haven't tested this code as I am not at a PC with a dev env on so apologies if there are typo's)...
*** Generate textures ***
GLuint tex;
glGenTextures(1, &tex);
becomes (check the java doc, there are other more convenient helper methods)
ByteBuffer textureBuffer = BufferUtils.createByteBuffer((Integer.SIZE/Byte.SIZE));
GL11.glGenTextures(1,textureBuffer);
*** Bind Buffer ***
glBindTexture(GL_TEXTURE_2D, tex);
becomes
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureBuffer.getInt());
*** load the data ***
float pixels[] = {
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_FLOAT, pixels);
float pixels[] = {
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
FloatBuffer pixelData = BufferUtils.createFloatBuffer(12);
pixelData.put(pixels);
pixelData.flip();
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, 2, 2, 0, GL11.GL_RGB, GL11.GL_FLOAT, pixelData);
This should get you going. Just read lots of tutorials and if you are having trouble post specific code you can't covert to java with the original code and your attempt.