I see here ( History for spine-ts/build/spine-webgl.js - EsotericSoftware/spine-runtimes ) that TextureAtlasAttachmentLoader was renamed to AtlasAttachmentLoader.
I'd recommend fixing the demo code here to match: http://esotericsoftware.com/files/runtimes/spine-ts/examples/canvas/
Otherwise, the console window reports an error related to TextureAtlasAttachmentLoader being undefined. I know it affects the WebGL demo and maybe some other demos too. I think for Esoteric, it's important to have the demos working when people are taking their first look at Spine.
The other suggestion I'd make is adding a check like this in your WebGL demos:
gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
if (!gl) {
alert('WebGL is unavailable.');
return;
}
I know on certain browser/OS combinations WebGL isn't available (e.g. my 2013 MacBook Pro with Chrome). If you just report WebGL unavailability instead of letting the code below it fail when "gl" is undefined, then people evaluating Spine demos won't attribute the problem to Spine code.
This is all FYI to try to help
I don't need anything. By the way, I am mightily impressed by organization of the runtimes across all those game toolkits.
-Erik