I'm implementing support for the Spine runtime. 
Problem: 
I have a Skeleton that shows up in the correct orientation in the editor, but it's flipped inside of the game.
I tried inverting the value of  uv.y by multiplying by -1, but doesn't work. I tried a few other things, to no avail.
Any ideas on how to fix this?
The draw code is based on the CPP examples:
for (size_t i = 0; i < slotCount; ++i) {
   auto slot = drawOrder[i];
   auto attachment = slot->getAttachment();
   if (attachment == nullptr) { continue; }
   auto& rtti = attachment->getRTTI();
   if (rtti.isExactly(spine::RegionAttachment::rtti)) {
      auto regionAtt = static_cast<spine::RegionAttachment*>(attachment);
      if (regionAtt->getColor().a == 0) { // Not visible, so doesn't need to be drawn.
         continue;
      }
      computedVertices.setSize(8, 0);
      auto atlas = (Atlas *)((spine::AtlasRegion *)regionAtt->getRendererObject())->page->getRendererObject();
      regionAtt->computeWorldVertices(slot->getBone(), computedVertices, 0, 2);
      auto uvs = ®ionAtt->getUVs();
      constexpr int8_t indexCount = 6;
      constexpr int8_t vertexCount = 4;
  auto indexOffset = i * vertexCount;
  for (uint8_t j = 0; j < indexCount; ++j) {
     uint16_t index = quadIndexes[j];
     mIndexes.push_back(uint16_t(index + indexOffset));
  }
  for (uint8_t j = 0, k = 0; j < vertexCount; ++j, k += 2) {
     mVertices.emplace_back();
     auto& vert = mVertices.back();
     vert.mPos.x = computedVertices[k]; 
     vert.mPos.y = computedVertices[k + 1]; 
     vert.mCoord.x = (*uvs)[k];
     vert.mCoord.y = ((*uvs)[k + 1]);      
  }
   }
      }