Are you actually using the Canvas that enableGLCanvasRenderer(<int>) returns you? Maybe you are just using the legacy software renderer for output. A small introduction to the different renderers:
When creating a new FrameBuffer, it is in legacy software mode. Legacy mode stinks. Don't use it. To switch to another one, you can do:
buffer.enableRenderer(IRenderer.RENDERER_SOFTWARE);
This will give you a software renderer in OpenGL lighting mode. This is what you want, if you have no hardware support for OpenGL.
To see the results, you usually paint the rendered image into a component using buffer.display(<Graphics>).
To get OpenGL support via hardware, you first have to disable software rendering (or it will continue to be used together with hardware...possible but senseless in almost every case):
buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
buffer.enableRenderer(IRenderer.RENDERER_OPENGL);
You'll get a native LWJGL window (if sizes and color depth are fine). Considering your app, this is most likely not what you want.
And then there is the AWTGLCanvas support. To use it, do:
buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
Canvas c=buffer.enableGLCanvasRenderer(IRenderer.MODE_OPENGL);
<Component>.add(c);
// your gameloop:
//...do your rendering here...
buffer.display(null);
c.repaint();
Edit: If you want to use the AWTGLCanvas, download the latest jar as it fixes some bugs in it:
http://www.jpct.net/download/jpct107a2.jar