Thanks for you quick answer!
The resolution of your textures is independent of the scale of your skeleton
I agree, but what I need is the other way around: the scale of my skeleton should be dependent on the resolution of my textures.
The way we design our game is a bit different. We use cocos2dx, with a DESIGN_WIDTH and a DESIGN_HEIGHT. We export our assets for this target resolution, and cocos scale the glView depending on the device resolution. We don't have several textures size for several devices (which means that on devices with a higher resolution than what we target, the textures are upscaled , while on the other side they are downscaled).
Thus we are only exporting textures for one target resolution (it simplifies the asset exporting process and project maintenance).
Now onto spine. We are working on different spine resolution (fx are worked in DESIGN_RESOLUTION size, while others animations are worked with 2*DESIGN_RESOLUTION size, for easing the animation process (animators don't like animating pixel jam)).
When we export our assets the fxs are thus exported with a texture scaling of 1.0, while the others animations are exported with a texture scaling of 0.5.
When loaded by the runtime, I have yet no way to know how to scale the spine skeleton to match our DESIGN_RESOLUTION (meaning scaling it either by 1 or by 2), because I can't easily access the scale that was set in the export of the texture.
What we are doing now is importing the spine at a scale of 1, then resizing it to our design resolution size using cocos2d nodes scaling, but it is not very good because it induces additional unneeded steps (spine runtime import will eventually upscale the textures by 2 to match our exported skeleton size, which will then get scaled down by 2 by cocos2d, which means that the gpu needs to handle 2*more pixels than if we just import the skeleton data with the right scale)
Please let me know if something is not clear, or if there is a more easy way to do it.
Thanks again!