I quickly checked it out. On the desktop (macos) everything looks good to me, e.g. the Tiger eye is OK, the same is true when trying on an iOS simulator (don't have an iOS device with me today for testing). I'm using the latest Spine cocos2d-x runtime from our GitHub repository
On what device do you see the problem? Are you using the latest Spine cocos2d-x runtime from GitHub?
One issue might be that the texture is non-square and not a power of two (4044x971, https://libgdx.badlogicgames.com/uploads/Screen%20Shot%202017-02-09%20at%2011.04.13%20AM-d0IF06DRru.png). This may trip up on mobile as cocos2d-x is trying to make it square and a POT texture at runtime on mobile, iirc. You can help cocos2d-x and change the texture atlas settings to export a square, POT texture.
Also, if you create multiple versions of the atlas for different device resolutions, make sure you don't just downsample the high-res texture. This will result in wrong pixel regions in the downsampled texture.