Viewport Shading different for flipped normals!?
In other 3d graphics applications that I have used (Lightwave, 3ds Max, Modo) - when the normals on an object are flipped the object shades differently in the open GL viewport - EVEN if the object has double sided checked. For instance, if I have a car, and the normals on the tires are flipped...the tires in open GL would shade slightly darker or look a bit weird compared to the rest of the car. This is important because it lets the user know very quickly and visually that the normals need to be reversed.
In Maya, however, the only way to do this is to select the object and uncheck double sided (either through the render states or attribute editor). This adds another redundant step to the workflow that should be solved visually rather than through a dialouge.
Is there a way to get objects with reversed normals to shade differently in the openGL viewport - with or without double sided on?