Just in case anybody else is porting Spine to their own SDK (native OpenGL, Direct3D, or whatnot), here's some glitched images and thoughts on what was broken then fixed in the next image.
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1. No texture
2. I forget exactly, but something with the UVs
3. 4 Vertices are being added, but render mode was Triangle Strips not Quads (which is deprecated in current OpenGL, and unavailable in OpenGL ES and Direct3D FYI)
4. Alpha blending not enabled.
5. Triangle Strips with 6 vertices per sprite, when it should have be Triangles (not strips)
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6a. Rigid Texture (pixely). Is the texture filtering mode. In OpenGL this is GL_NEAREST, and what you want is GL_LINEAR.
6b. Texture fringe (along edges). Can fix either by modifying the artwork (including color in the 100% alpha areas, even though it's transparent), or by using a pre-multiplied alpha blending mode (and multiplying your RGB channels by the alpha value).
7. (6 not fixed until next image) Test art assets contain 2 glitchy looking transformations (used by Spine devs to test blending features). Edit the JSON animation file if you want to remove them.
8. Done. Spineboy.