Render to texture: When you for example want to have a monitor in your game which shows another area of your level and everything happening there, your computer has to show that monitor with a dynamic texture which contains the picture that other place in your level currently looks like. This progress of putting stuff from within your level, which you can usually just directly display on your screen, into a texture is called render to texture. You will need it for all kind of real time reflections, for shadow mapping, postprocessing effects like bloom or depth of field and a couple of more cool things.
Isometric rendering: Usually, 3D games use perspective rendering, which means that objects further away from the camera are smaller than those close to the camera. If you now for example want a to have a simple map of your level realised by just another camera which looks at the map from somewhere far above the level, it will also look 3D, but as you usually want such a map to look 2D like, you can prevent that perspective disortion by using isometric rendering instead. This works also well for 2D sidescrollers using 3D objects and is also needed for some special cases like shadow mapping from the sun.
It is actually kinda hard to explain, but I hope this is understandable
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