Mario escribióThis looks less like an AA issue, and more like a blending issue. I assume your WebGL canvas is transparent? Are you exporting and rendering your skeleton with pre-multiplied alpha?
Setting alpha as true, premultipliedAlpha as false and:
let bg = new spine.Color(0, 0, 0, 0);
gl.clearColor(bg.r, bg.g, bg.b, bg.a);
gl.clear(gl.COLOR_BUFFER_BIT);
removed the white edges.