Hi Mario,
Thanks so much for your help!
Just to confirm, do you mean that just copy the code blocks of spine-ts WebGL 'SkeletonRenderer.draw()' from 3.6 branch, and do some modification to change it from using 'PolygonBatcher' to our current 'SpriteBatch', then I can have the spine-webgl runtime process Clipping Attachment while still keep using Turbulenz engine?
(Sorry I feel this probably is something straightforward but I'm new to Spine/WebGL/Turbulenz/etc... so just to make sure I didn't misread your suggestion).
Thanks again!
Subject: PolygonBatcher.flush(): lastTexture.bind is not a function