Not using the pitch but the method similar to "look-at" has a reason: It avoids to concatenate a rotation but instead is in itself a full-blown solution, i.e. it computes the end result instead of a delta that has to be applied. You can find parallels in some dozen threads about the look-at computation here in GDnet everywhere.
Looking at the original code snippet
XMVECTOR incline = XMVector3Dot(mCam.GetLookXM(), mTerrain.GetNormal(camPos.x, camPos.z));
...
then mCam.GetLookXM() gives the vector m, and mTerrain.GetNormal(camPos.x, camPos.z) gives the vector n. You can compute all the mRight, mUp, and mLook from them.
Of course, also computing the matrix directly as above suffers from abrupt changes when the camera crosses edges of adjacent triangles with noticeably different normals. If you want smoothness in those situations, a possibility may be what I've described in the previous post: Assume that the height field is spaced 10 by 10 length units. Assume further that you use a forward vector with a length of 2 length units (i.e. a scaled mCam.getLookXM() vector). Then compute the position (inclusive height) of the camera as well as of the point at the end of the forward vector but again projected onto the terrain. Then use the difference vector as new look-along vector. As long as the camera is more or less in the middle of a triangle, the result will be the same as with the other methods of computation. But when the end of the forward vector falls beyond an edge of the triangle (i.e. in the given example it is closer than 2 length units to the edge), then the other triangle influences the result, and that the more the camera gets closer to the edge. Just after crossing the edge, the new triangle has 100% influence on the result. If you are heading the camera to look back than the just left triangles gets most of its influence back.