spine-webgl
uses the AssetManager that extends the spine-core
AssetManagerBase.
As you can see, there is the loadTextureAtlas
method that takes an atlas file and loads all the atlas .png
pages described in the atlas.
Once the atlas and its pages are loaded, a TextureAtlas
file is created. This file contains all the png
atlas pages loaded and all the regions where the single images are located within the pages.
It indeed provides a convenient findRegion
method that takes an attachment path and gives back the respective region.
The TextureAtlas
is passed to the AtlasAttachmentLoader
that is responsible for creating the attachments of the skeleton. For instance, when it is necessary to create a region attachment, the newRegionAttachment
method is called. That uses the findRegion
method of the TextureAtlas
described above.
Depending on your specific need, you have to create your own AttachmentLoader
and your own AssetManager
that loads attachments/textures on demand/lazily.
I also suggest you read our runtime guide page on Loading Skeleton Data.
There is also this conversation that might be interesting, even though it is more oriented on attachment lazy loading rather than textures.
It might also be interesting to read the Texture Packing page of the user guide and especially this section to easily split your skins into several atlas pages.