Thanks for the reply but that still does not answer my question. :think:
The main job of Spine is to align quads or rather textures (taken from a packed texture using the .atlas file) according to a skeleton state. The final result can be rendered - for example using SFML. For this task - amongst others - the class 'spine::SkeletonDrawable' has been provided.
I am asking for a mechanism that allows me to use 3 types of packed textures (a diffuse texture, a normal texture and a specular texture) for the same skeleton so I can pass the final result (a textured quad for each texture type) to my shader.
What I don't want is to have Spine calculate the bone kinematics 3 times.