I don't really know what you mean. If I disabled alpha blending all I'm going to have is a bunch of white quads.
Here is a screenshot from another program where I render random rectangles (not using OpenGL, using software rendering) in which I calculate the alpha value the exact same way and perform the blending new_color = lerp(current_color.rgb, old_color.rgb, current_color.a); As you can see there are no dark edges.
[attachment=24093:example2.jpg]