diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index a8396017772cd13ba180dd7d100dd0c78d788e84..e3d9bc2187b29379d0bcac87663cc83029ef5255 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -5325,7 +5325,7 @@ static void HWR_DrawSkyBackground(player_t *player)
 //  0--1
 
 	(void)player;
-	HWR_GetTexture(skytexture);
+	HWR_GetTexture(texturetranslation[skytexture]);
 
 	//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
 	//         because it's called just after clearing the screen
@@ -5345,7 +5345,7 @@ static void HWR_DrawSkyBackground(player_t *player)
 
 	angle = (dup_viewangle + gr_xtoviewangle[0]);
 
-	dimensionmultiply = ((float)textures[skytexture]->width/256.0f);
+	dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
 
 	v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
 	v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
@@ -5354,7 +5354,7 @@ static void HWR_DrawSkyBackground(player_t *player)
 	angle = aimingangle;
 
 	aspectratio = (float)vid.width/(float)vid.height;
-	dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio));
+	dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
 	angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
 
 	// Middle of the sky should always be at angle 0
diff --git a/src/r_plane.c b/src/r_plane.c
index 19007d88fa349f3b355b85aa58f0516759cbe5f0..ad30f424750edd18fecc788bd8e3cb8c438f8a49 100644
--- a/src/r_plane.c
+++ b/src/r_plane.c
@@ -711,7 +711,7 @@ void R_DrawPlanes(void)
 						angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
 						dc_x = x;
 						dc_source =
-							R_GetColumn(skytexture,
+							R_GetColumn(texturetranslation[skytexture],
 								angle);
 						wallcolfunc();
 					}